HG2 Missile Launcher Clarification

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Skaran
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HG2 Missile Launcher Clarification

Postby Skaran » Fri Nov 03, 2017 6:52 am

OK I am doing a TL9 fighter of 50dt. So 2 Firmpoints. Can someone tell me if I am interpreting this correctly.
I can put a missile rack on each firmpoint giving 4 missiles on each (8 total) or upgrade each firmpoint to a single turret each containing a missile rack which can hold 12 missiles for 24 total.
Or I can combine the 2 firmpoints to fit a barbette containing only 8 missiles per the description on page 26. Whereas a barbette on a normal hardpoint can hold 25 missiles.
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AnotherDilbert
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Re: HG2 Missile Launcher Clarification

Postby AnotherDilbert » Fri Nov 03, 2017 10:05 am

Skaran wrote: OK I am doing a TL9 fighter of 50dt. So 2 Firmpoints. Can someone tell me if I am interpreting this correctly.
I can put a missile rack on each firmpoint giving 4 missiles on each (8 total) or upgrade each firmpoint to a single turret each containing a missile rack which can hold 12 missiles for 24 total.
Or I can combine the 2 firmpoints to fit a barbette containing only 8 missiles per the description on page 26. Whereas a barbette on a normal hardpoint can hold 25 missiles.
Yes, but:
Any missile rack on a firmpoint only holds four missiles.
So, a missile rack mounted in a single turret on a firmpoint holds four missiles.
Skaran
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Re: HG2 Missile Launcher Clarification

Postby Skaran » Fri Nov 03, 2017 10:48 am

Thanks for that but it does beg the question as to whether it is worth upgrading to a single turret. Obviously the turret can be rotated but is it necessary for missiles to be pointed towards their target when fired since this will move anyway? (Does the combat system mention this for missiles and torpedoes?)
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Condottiere
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Re: HG2 Missile Launcher Clarification

Postby Condottiere » Fri Nov 03, 2017 11:24 am

In theory, missiles can change direction, which makes firmpointed ones more of an issue during a dogfight.

Firmpoints/fixed mounts take up no volume, a turret requires one tonne. Each.

It's implied that the missiles mentioned are part of the package deal together with the requisite launcher, otherwise we'd attach pylons and load up. You could assume they're ready ammunition, that possibly could be refilled from an attached magazine.
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Re: HG2 Missile Launcher Clarification

Postby AnotherDilbert » Fri Nov 03, 2017 12:09 pm

Skaran wrote: Obviously the turret can be rotated but is it necessary for missiles to be pointed towards their target when fired since this will move anyway?
The dogfighting system does not have any exception for missiles, but I allow missiles to launch in any direction as a house rule. With my house rule, there is little reason to put missile racks in turrets. (A turret would require a gunner, that would make the pilots job easier; A pilot/gunner would be performing two simultaneous tasks while piloting and launching missiles, with a difficulty penalty.)

At longer range (outside dogfight) we do not track attitude of ships, so fixed mounts (e.g. spinals) can fire in any direction.
Skaran
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Re: HG2 Missile Launcher Clarification

Postby Skaran » Fri Nov 03, 2017 1:58 pm

I think that clarifies things in my mind, so really 4 missiles to a firmpoint regardless of mount. It does sort of imply though that the upgrade single turret mounted on a firmpoint is not the same as a standard single turret.
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baithammer
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Re: HG2 Missile Launcher Clarification

Postby baithammer » Fri Nov 03, 2017 7:28 pm

At longer range (outside dogfight) we do not track attitude of ships, so fixed mounts (e.g. spinals) can fire in any direction.
Which is countered in facing section in MGT 2ed MB.
However, some spacecraft, particularly small craft
such as fighters, have fixed weapon mounts and must
actually point towards the target they are engaging. In
this instance, it is important to keep track of where a
spacecraft is pointing.
In theory, missiles can change direction, which makes firmpointed ones more of an issue during a dogfight.
Wouldn't be a good idea to fire missiles in a dogfight as they lose the smart trait.
Firmpoints/fixed mounts take up no volume, a turret requires one tonne. Each.
MGT 2ed Vehicles space rules give spacecraft weapons a minimum displacement of 1 space which translates into 0.25t and a small turret takes up 4 spaces ( 1t) in the attached ship while having enough displacement in the turret for up to 4 spaces ( 1t).

Further a crewman takes up 1 space in a turret, so the small turret listed in the vehicles book pretty well matches up to the spaceship turrets 4 spaces (1t) on the ships hard point with 1 crewman or remote gear taking up 1 space (0.25t), with up to 3 weapons up to a total 3 spaces ( 0.75t).

Honestly weapons should use displacement calculations for fixed weapons.
but I allow missiles to launch in any direction as a house rule.
Don't even need to house rule it as missiles in space behave like spacecraft and can reorient with trival amount of thrust.
A pilot/gunner would be performing two simultaneous tasks while piloting and launching missiles
Since no gunnery roll is made for missiles there would be no penalty on the fired missiles, for other weapons it would be a good idea for the pilot to use the aid gunner action during the movement step to compensate.
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Re: HG2 Missile Launcher Clarification

Postby Skaran » Sat Nov 04, 2017 2:39 am

Of course what would be ideal for me would be a way of using all the vessels I designed with Fire Fusion and Steel 1 with Mongoose. But I thought I would see how Mongoose's HG2 went. What I found was with the lower tech craft such as a TL9 heavy fighter using reaction drives, the Mongoose version was faster but not as versatile. In FF&S1 the bigger the missile or torpedo the faster it could go too but you could design smaller missiles and carry more of them.
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Condottiere
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Re: HG2 Missile Launcher Clarification

Postby Condottiere » Sat Nov 04, 2017 6:58 am

The ship design system is incomplete.

The smallcraft firmpoint single turret is, without further definition, tied to the hardpoint single turret.

And if, instead of a barbette in exchange for two firmpoints, using a double turret is never offered as an option.
baithammer
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Re: HG2 Missile Launcher Clarification

Postby baithammer » Sun Nov 05, 2017 1:51 am

I have a feeling the barbette option was to allow for torpedoes for small craft.

Honestly, should really use the mounting options given in vehicles book with some streamlining to make there use easier.
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Re: HG2 Missile Launcher Clarification

Postby Condottiere » Sun Nov 05, 2017 8:43 pm

I'm sure I had a go at figuring out a firmpointed single underclocked weapon system turret, and I think I came up with half a tonne.

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