Saturday, December 5, 2020

Let's Read: Traveller, 1977 Edition, Starships, page 30

Okay, we've got Laser Return Fire next. Actually, we've got a table of DMs for laser fire (from the previous phase). The only way to get a positive DM is to use a 'Predict' program; the targeting program doesn't give a modifier, and a pulse laser gets a -1. For the defense, the Maneuver/Evade program and the Auto/Evade program are good, depending on which version of the Maneuver/Evade program you're using. At long range, there are negative modifiers as well (who's paying on a game board with ranges greater than 300"?), and finally sand is useful, giving a -3 per...HALF-INCH of obscuring sand?!! Half-inch? That's 500 miles!! 500 miles of sand!! How big are these canisters? Is this magic sand that expands when coming into contact with pure vacuum?

Okay, I know...enough about the sand. But seriously, 500 miles of sand? That's crazy.

Alright, back to the Laser Return Fire phase. You have to use a Return Fire program as well as a Target program to do this. So, does that mean that the Level-1 Computers can't do this? Because they are only good for two programs at a time. So, if you're flying the ship, that leaves one program left. I guess the moral is, don't get in a starship fight with a level-1 computer.

By the way, why do you need a 'return fire' program? Is this a program that literally calculates that the ship has just been fired upon, and therefore you can shoot back? The next line says that laser return fire can only be directed at an enemy ship which fired at you first. Okay, so I guess it does calculate that the ship has just been fired upon. Interesting. Seems a bit specific, but then, I'm used to current computers, not Traveller computers. Still, they should install a GUI on this or something, Even Windows 10 would be better; at least then the computer could multitask.

And of course, you need the Multi-Target program to shoot back at more than one target. Of course. Anti-missile fire happens now as well, if you've got the right programs running. Anti-missile fire doesn't require the Target program, though.

After this, it's the Ordnance Launch phase, so you can launch missiles, sand, and mini-ships. You nee launch and target programs for the first two; mini-ships can handle the launch without those. This is also the phase where previously-fired missiles and sand that have reached their targets take effect.

Interesting...you can launch the missile (or sand) now, but it doesn't actually move until your next movement phase. Which won't be until after the opponent has done their entire turn. And all ordnance stays on the ship's current vector, although I assume missiles can retarget as necessary.

Each launcher has an ammo rack of three missiles or canisters per turret. After they are used, it takes a full turn to reload one turret. If one gunner is handling three turrets, that's three turns of reloading for a full load. And of course, you can't shoot while you're reloading. Well, that will make things interesting. Do you settle for just one missile available, or take an extra turn to load another turret?

So, the ordnance hits the target in the movement phase, but doesn't take effect until this phase. That's some serious abstraction going on. Missiles don't explode on contact, and they don't actually move when first launched. When they do blow up, though, they do 1-6 hits based on a die roll. Each hit takes a DM of -4 on the hit type table (which I assume comes shortly).

Next up is Computer Programming, but the paragraph continues on the next page, so I'll do that page next time.


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