My use of Traveller setting and dress falls under fair use guidelines for both Mongoose and Far Future Enterprises. |
To be fair, I don't have rules for this either. I do however have some guidelines, and perhaps rules can be derived from them with some work.
My process can be summarized as "Establish the baseline, and then work from there." Example:
Meson technology is established in Classic Traveller High Guard as TL 11 for Spinal Mounts, TL 13 for 100 dton bays and TL 15 for 50 dton bays. Let's use these as rough guidelines.
TL 10: Prototype meson weapons.Each of these weapons can still gain improvements to performance and/or reduction in tonnage per the "Advanced Technology" chapter.
TL 11: Meson spinal mounts.
TL 12: 100 dton meson bays.
TL 13: 50 dton meson bays.
TL 14: Meson barbettes.
TL 15: Vehicle mounts, making the barbettes portable. This gives us the Meson Sled of Striker fame. Fun fact: the Terrapin meson sled in GURPS Traveller: Ground Forces is GURPS TL, which corresponds to Traveller TL of 15.
After this, things get a bit speculative:
TL 16: One meson gun per triple turret. (Oh, hi there, Darrians!)All of this seems reasonable to me, so let's try it with Particle Accelerators. Weirdly, both 100 dton bays and spinal mounts are listed in CT: HG as TL 8. This just goes to show that odd decisions about TLs have lasted as long as the game.
TL 17: One meson gun per double turret.
TL 18: One meson gun per single turret
TL 19: Crew-served meson weapons. Think an energy version of the Ma Deuce.
TL 20: Meson Gun Man Portable (MGMP) with Battledress.
TL 7: Prototype particle beam weapons.I think that looks pretty good, actually.
TL 8: Particle spinal mounts.
TL 9: 100 dton bays.
TL 10: 50 dton bays.
TL 11: Particle barbettes.
TL 12: Vehicle weapons (particle sleds).
TL 13: One per triple turret. Notice how this lines up with the current 1e Mongoose diktat regarding PAs.
TL 14: One per double turret.
TL 15: One per single turret. Now the Imperial Navy can truly kick ass and you don't need to edit the stats from your Fighting Ships supplement.
Will I use this system in my game? I'm not sure, as I've introduced particle quad turrets into my game and I'm not ready to give them up. But I will say that this spectrum is a sight more logical and fair than the arbitrary "No triple particle turrets EVAR" and 1e High Guard gave us.
If you use this, please let me know.
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