Rules Question: Ship Combat Weapons with 'Auto' Trait

Discuss the Traveller RPG and its many settings
User avatar
Ursus Maior
Mongoose
Posts: 139
Joined: Sat Nov 09, 2019 11:36 pm
Location: Germany

Rules Question: Ship Combat Weapons with 'Auto' Trait

Postby Ursus Maior » Mon Jul 27, 2020 9:06 am

Greeting, fellow Travellers! In High Guard and JTAS 1 starship weaponry with the 'Auto' trait was introduced. I could not, however, find rules what this trait is supposed to do in ship combat. I would like to know, if there is an official ruling I missed out or alternatively, how this could work. Here is the problem and my thoughts on it.

The 'Auto' trait of course is well known in personal combat, allowing for three different attack modes: single fire (basically forgetting about said trait), burst fire (add value 'auto' trait to damage; uses up more ammunition), and full auto fire (attacking 'auto' trait number of persons, as long as they are within six metres of one another at severely increased ammunition rates).

Now, those rules could be loosely adapted for ship combat, but both of the two latter modes would need rule adjustments for that to work. There are no ammunition expanses for the relevant weapons, but certainly 'Power' costs could be increased. Also, shooting full auto in space might warrant a greater area of effect than six metres. Maybe something along the line of: "These attacks can be made against separate targets so long as they are all within the 'Adjacent' range band of each other."

I am looking forward to your thoughts.
liber et infractus
AnotherDilbert
Cosmic Mongoose
Posts: 4248
Joined: Wed Dec 23, 2015 2:49 pm
Location: Sweden

Re: Rules Question: Ship Combat Weapons with 'Auto' Trait

Postby AnotherDilbert » Mon Jul 27, 2020 12:28 pm

Space scale weapons with the Auto trait are in HG, see Pulse-plasma cannon.

As far as I can remember from beta, Auto uses the personal combat definition, just like Radiation and AP.
User avatar
Ursus Maior
Mongoose
Posts: 139
Joined: Sat Nov 09, 2019 11:36 pm
Location: Germany

Re: Rules Question: Ship Combat Weapons with 'Auto' Trait

Postby Ursus Maior » Mon Jul 27, 2020 1:19 pm

Thanks, I know these weapons appear in HG, that's where I quote from (among other things, such as JTAS 1).

But as I explained, the "personal combat definition" is inadequate for spaceship scale: Ammo usage is no issue and spreading a full burst over six metres maximum is probably more precise than any regular weapon, considering the scale of time and distances.

Hence my question for a proper resolution.
liber et infractus
AnotherDilbert
Cosmic Mongoose
Posts: 4248
Joined: Wed Dec 23, 2015 2:49 pm
Location: Sweden

Re: Rules Question: Ship Combat Weapons with 'Auto' Trait

Postby AnotherDilbert » Mon Jul 27, 2020 10:20 pm

Ursus Maior wrote: But as I explained, the "personal combat definition" is inadequate for spaceship scale: Ammo usage is no issue and spreading a full burst over six metres maximum is probably more precise than any regular weapon, considering the scale of time and distances.
And yet, it's RAW. Mongoose seems to be more about "do-as-you-wish" than perfectly defined rules-systems.


I allow Full Auto to attack any fighter in the same squadron, but that is obviously my house-rule.
User avatar
Ursus Maior
Mongoose
Posts: 139
Joined: Sat Nov 09, 2019 11:36 pm
Location: Germany

Re: Rules Question: Ship Combat Weapons with 'Auto' Trait

Postby Ursus Maior » Tue Jul 28, 2020 9:32 am

Okay, thanks for your input and the houserule insight. I think, something similar will appear on my (virtual) table as well. Especially considering Burst Lasers and their possible use in anti-missile point defence.
liber et infractus

Who is online

Users browsing this forum: No registered users and 123 guests