|
Post by Julianus Petronius Merenda on Feb 6, 2012 15:19:11 GMT -5
I was looking over the small craft rules in LTS. Did you consider including ablative Armor in addition to Shields ? Something like: 1 build point builds 4 (or some other arbitrary number) points of Armor. These points are not "recharged" like shields are. Each point of damage destroys one point of armor (instead of an internal section).
|
|
|
Post by dare2go on Feb 7, 2012 12:34:03 GMT -5
Thanks for the post.
Ablative armor would be consistent with the rules. However, it should be inexpensive, as it is inferior to shields.
The down side of ablative armor (from a mechanics of play point of view) is that it adds housekeeping. That is, it's one more thing to keep track of. That is not necessarily a bad thing, as some people enjoy the level of detail. From a GM's point of view, it's just something to be aware of, that's all.
The core rules are just that--core rules. There are a lot of suggestions for features that haven't been added to the "core" rules. Such as psyonics. We are gathering these suggestions for when we come out with a more comprehensive rules set for T&S.
|
|
|
Post by Julianus Petronius Merenda on Oct 30, 2012 14:48:55 GMT -5
Due to the Hurricane, I had some extra time on my hands.
Here is a 4x6 card for a T&S Small Craft.
Note the "Dmg Order" column. This indicates the section order in which damage is taken. For a ship: 2D6/2, Maneuver+1, Cargo2, Living2, Engineering2, Operations2 Weapons would be 1, Shields would be 2, Maneuver would be 3 ...
The points column indicates the number of points for that section. Blacken the circles that you dont use and check off the open circles as that section takes damage. E.g. Weapons and Shields would have 2 open circles each, Maneuver would have one ...
That does bring a question to mind: As weapons take damage is the damage they do reduced ? In the above example if Weapons takes a point of damage does it only do 1D6 next time it fires ?
|
|
|
Post by Julianus Petronius Merenda on Oct 30, 2012 14:50:36 GMT -5
Ok... let me try that again. Attachments:
|
|
|
Post by sendrid3 on Jun 24, 2014 13:09:05 GMT -5
Due to the Hurricane, I had some extra time on my hands. Here is a 4x6 card for a T&S Small Craft. Note the "Dmg Order" column. This indicates the section order in which damage is taken. For a ship: 2D6/2, Maneuver+1, Cargo2, Living2, Engineering2, Operations2 Weapons would be 1, Shields would be 2, Maneuver would be 3 ... The points column indicates the number of points for that section. Blacken the circles that you dont use and check off the open circles as that section takes damage. E.g. Weapons and Shields would have 2 open circles each, Maneuver would have one ... That does bring a question to mind: As weapons take damage is the damage they do reduced ? In the above example if Weapons takes a point of damage does it only do 1D6 next time it fires ? First the ablative armor idea is great. Second, thanks for the small craft reference card. Very neat and elegant. Third good question on the weapons. Finally, has anyone noticed how fragile the sample ships/small craft are? I know i can toughen them up but I was wondering if anyone else has gotten unlucky and had the "heroes" get wasted because someone maxed out a roll. The ship above is a good example. Please let me know if I'm doing it wrong but if it was fired on by a sister ship and the damage results came up box cars (12) it would be so much space dust. Have other people beefed up the ships defenses or cargo points or do your players just learn to be polite to people and not shoot unless there is no other option? Thanks
|
|
|
Post by redblacks on Mar 25, 2016 10:25:27 GMT -5
Due to the Hurricane, I had some extra time on my hands. Here is a 4x6 card for a T&S Small Craft. Note the "Dmg Order" column. This indicates the section order in which damage is taken. For a ship: 2D6/2, Maneuver+1, Cargo2, Living2, Engineering2, Operations2 Weapons would be 1, Shields would be 2, Maneuver would be 3 ... The points column indicates the number of points for that section. Blacken the circles that you dont use and check off the open circles as that section takes damage. E.g. Weapons and Shields would have 2 open circles each, Maneuver would have one ... That does bring a question to mind: As weapons take damage is the damage they do reduced ? In the above example if Weapons takes a point of damage does it only do 1D6 next time it fires ?
|
|
|
Post by redblacks on Mar 25, 2016 10:29:34 GMT -5
My reading of the rules is that Maneuver, Weapons and Shields are capabilities not sections.
I don't damage these three as my ships take hits -- they take hits on the cargo, living, engineering and then operations sections (in the order listed in the scenario).
The maneuver, weapons and shield are lost when the operations or engineering section goes.
|
|
|
Post by Julianus Petronius Merenda on Nov 6, 2016 14:16:54 GMT -5
My reading of the rules is that Maneuver, Weapons and Shields are capabilities not sections. I don't damage these three as my ships take hits -- they take hits on the cargo, living, engineering and then operations sections (in the order listed in the scenario). The maneuver, weapons and shield are lost when the operations or engineering section goes. Thanks for the clarification. I've been toying with expanding the small craft rules into rules for varied size ships. Here is what I've come up with (so far). These rules have by no means been play tested. I just felt it would be a good idea to share them and maybe stir up some discussion. For your review, and comment ... LegendsTS-SpaceCraft-JPM.pdf (195.36 KB) Julianus Petronius Merenda
|
|
|
Post by dare2go on May 16, 2020 15:17:38 GMT -5
Due to the Hurricane, I had some extra time on my hands. Here is a 4x6 card for a T&S Small Craft. Note the "Dmg Order" column. This indicates the section order in which damage is taken. For a ship: 2D6/2, Maneuver+1, Cargo2, Living2, Engineering2, Operations2 Weapons would be 1, Shields would be 2, Maneuver would be 3 ... The points column indicates the number of points for that section. Blacken the circles that you dont use and check off the open circles as that section takes damage. E.g. Weapons and Shields would have 2 open circles each, Maneuver would have one ... That does bring a question to mind: As weapons take damage is the damage they do reduced ? In the above example if Weapons takes a point of damage does it only do 1D6 next time it fires ? First the ablative armor idea is great. Second, thanks for the small craft reference card. Very neat and elegant. Third good question on the weapons. Finally, has anyone noticed how fragile the sample ships/small craft are? I know i can toughen them up but I was wondering if anyone else has gotten unlucky and had the "heroes" get wasted because someone maxed out a roll. The ship above is a good example. Please let me know if I'm doing it wrong but if it was fired on by a sister ship and the damage results came up box cars (12) it would be so much space dust. Have other people beefed up the ships defenses or cargo points or do your players just learn to be polite to people and not shoot unless there is no other option? Thanks I know this is really later, but I really like that build card. I will probably use it a bit. Separately, there has been some talk of larger scale ship-to-ship combat. Maybe like cruisers and battleships. Anyone have any thoughts on that?
|
|
|
Post by Julianus Petronius Merenda on Feb 17, 2021 17:03:24 GMT -5
First the ablative armor idea is great. Second, thanks for the small craft reference card. Very neat and elegant. Third good question on the weapons. Finally, has anyone noticed how fragile the sample ships/small craft are? I know i can toughen them up but I was wondering if anyone else has gotten unlucky and had the "heroes" get wasted because someone maxed out a roll. The ship above is a good example. Please let me know if I'm doing it wrong but if it was fired on by a sister ship and the damage results came up box cars (12) it would be so much space dust. Have other people beefed up the ships defenses or cargo points or do your players just learn to be polite to people and not shoot unless there is no other option? Thanks I know this is really later, but I really like that build card. I will probably use it a bit. Separately, there has been some talk of larger scale ship-to-ship combat. Maybe like cruisers and battleships. Anyone have any thoughts on that? Yea... this is "later" too. Funny you should mention... I've been working on a set of rules for larger scale ship-to-ship combat built on the small craft rules of LTS. I provide it here for review and comment. Keep in mind it IS in draft form and not fully complete. LegendsTS-SpaceCraft.pdf (207.84 KB)
|
|
|
Post by Julianus Petronius Merenda on Sept 17, 2021 15:11:57 GMT -5
I have an updated ship card for your comment.  I also played around with the Star Craft rules. I will upload my take at a later time. Enjoy JPM
|
|
|
Post by aceofspades on Sept 23, 2021 21:24:14 GMT -5
I had an idea for dealing pseudo random damage. In my method there is more of a chance that the "next up" ship section will be hit.
DEALING DAMAGE Amount of Damage • Missile damage is always at least 1D6, otherwise it is TL D6. So a TL0 missile does 1D6 damage. A TL3 missile does 3D6. A missile turret’s or tube’s build points dictate how much damage it can sustain before being disabled. • Guns damage is the number of dice the gun is rated to deal. A gun’s number of build points dictates how much damage it can sustain before being disabled. Damage Location • The firing player determines where on the ship the damage will occur. Roll 2D6 for a location and apply any modifiers. • During ship construction the player lists the ship’s sections in order of importance. Sections that are listed further down the list will likely be hit first. Each ship’s section is designated with a number. • On a gun strike the firing player may apply -1 for each level of skill in Gunner and Tactician. • On a missile strike the firing player may apply -1 for each level of skill in Systems Tech and Tactician • If Engineering is hit then there is a chance the ship’s maneuvering capability or shields is damaged. Roll 1D6. On a 1 or 2 the maneuvering capability or shields (determine randomly) is reduced by -1 rather than damage occurring to the Engineering section. If there are no shields or maneuver bonus then the ship’s Engineering section takes damage. • If Operations is hit there is a chance the weapon’s systems or maneuvering capability are damaged. Roll 1D6. On a 1 or a 2 the ships maneuvering capability, guns, turret(s) or missile systems are damaged disabled (weapons) or reduced by -1 (maneuver). If there are no weapons or maneuver bonus then the ship’s Operations section takes damage. • Shields deduct their value for the damage rolled, but do not effect the location of damage. At least 1 point of damage must get through shields in order to cause any damage, so the player must first roll for damage prior to determining the location of the damage. • If a section of the ship is destroyed then it is removed from the list and the location table is reset to account for it. • The attacker can limit damage to a particular location so that it is not completely destroyed. • A ships section is disabled at 0 structure points and destroyed if an attack continues.
Example: The Onyx Hawk is under attack by a local warlord. The Hawk’s Ship Construction Order: <=1 Operations (and Weapons/2, Maneuver/2) 2 Engineering 1 (Maneuver/2, Shields/2) 3 Life Support 1 4 Life Support 2 5 Cargo 1 6+ Cargo 2
The Hawk has a +2 Maneuver rating both ships forward TL0 missile tubes and forward guns. It also has Shields+2.
The opposing player is a warship that has a Captain (Tactician+2), Weapons Officer (Gunner+2) and a Pilot+1. The warship player fires and hits the Onyx Hawk for 4 points of damage, which is greater than the Hawk’s shields. The warship then rolls for location, a 4 on 2D6 and has Gunner+2 so the location is 4-2=2 for Engineering. There is now a chance some other aspect of the ship is damaged related to Engineering. They roll a 2 for Maneuver/Shields and a 1 for Maneuver. So the ship’s maneuver rating is reduced by 1 rather than Engineering suffering damage. The maneuver rating is reduced to 0 for the ship so further hits to Engineering would effect the shields or the Engineering section and the ship cannot use its maneuver bonus. (Optional: the ship cannot maneuver. It can only drift. It may still fire weapons and communicate.)
|
|