High Guard Smaller Weapons

swordtart

Cosmic Mongoose
MGT2 High Guard P40 allows ships to mount ground scale weapons on ships.

Pros:
They use no power.
They don't take up hard points or firmpoints.

Cons:
They take up DTons equal to their weight in tons with a 1/4D Ton minimum.
Weapons over 1 Ton must are on fixed mounts.

The primary purpose seems to be ground attack, but there is nothing saying they cannot be used in space combat.

This does raise some questions for weapons that do not do DD damage:

Since ground damage is divided by 10 against space ships, in theory a body pistol has a small chance of doing 10 points of damage which would be 1 point damage to a ship. On a small craft this might equal 10% of the hull points and automatically result in a critical on the accumulated damage rule. This seems pants.
The Companion has rules for vehicle damage which could be usefully implemented to remove this anomaly. Weapons doing less than 4D (plus some others) are considered anti-personnel and only affect vehicles on an effect 6+ in which case damage is reduced by 2D. In addition vehicles are tough and can take their TL off the damage rolled (as though additional armour).
Using the above rule a 3d+3 weapon even if it effect 6 could only do 1D+3 damage. As most ships are at least TL10 it means such small weapons cannot affect them (which is good). A 5D weapon that hit could do 30 points damage (as this is not adjusted downwards). A TL10 ship would reduce this to 20 points because of its toughness which translates to 2 points of ship damage. This requires a very lucky hit on a fairly low tech ship. If the ship had armour then the 2 points would be further reduced. This seems reasonable. A weapon with AP would reduce the effect of the "toughness armour" rather than ship armour (which requires a DD weapon with AP).

The next consideration is what skills are used. I believe that Heavy Weapon (Vehicle) is the only sensible option 250 Kg or less weapons in pop up turrets . Gunner is needed for 250-1000 Kg weapons mounted in a conventional ships turrets. Also any fixed mount required Gunner.

Finally there is range. Space Weapons don't have range bands, but that is because their range is often vast. I am inclined to keep the normal range and rules for ground weapons when they are used in space combat. Even at extreme range most small weapons will not get beyond Adjacent, but many will achieve close and some can reach into short range.

Since no firm points are required you can add as many small weapons as you wish. This makes some weapons attractive.

e.g.
The VRF Gauss Gun(CSC). This can reach 3 Km at its Extreme Range (Close Space Combat Range). It is 4d so is not reduced for anti-ship attacks. The AP5 means the ship toughness is less effective and it only rolls a little above average damage it will do a point of damage to an unarmoured ship. It is also Auto 8 for short bursts. That could mean 8 attacks. Against an unarmoured small craft this could be decisive. It takes up 1/4 DTon and costs only KCr25 on a fixed mount. A pair of these on the front of a launch could be a reasonable for a two seat low cost fighter with the pilot operating one gun and the gunner operating the other (allowing 8 shots per turn or 16 with cooldown).

The Medium Gauss Cannon (CSC). This easily reaches into close range is a 1DD weapon (so it threatens even armoured ships). It is AP10 (which should probably be AP1 vs ships but that is not the way the rule is written). It is also Auto 3 which means it is either +3 damage or can roll 3 to hit rolls. It takes up 1 ton and so needs to be mounted in a conventional turret or fixed point (and requires a hard or firm point). It is MCr0.1 (plus the mount cost).

The rail gun needs a fixed mount in a firm point. It can just reach into Short range, is again a 1DD damage but has AP20. RAW means that it can blast through Molecular Bonded Armour (which can be max 20 at TL 16). It is 3 DTons but costs a mere MCr0.075 (plus mount)

For Close Space range engagements this seems pretty good.

Am I reading this right?
 
Last part, you forgot about dividing non-ship scale damage by ten. The AP 10 is a product of the 1DD weapon doing 10-60 damage. Against a ship that x10 is not a thing. Neither is the AP 10. It's 1D6 and AP1. The vehicle rail gun is 1D6 and AP2.
A turret based railgun goes out to Short and does 2D. 2D+4 in a triple turret.

While the weapons do not have to deal with atmosphere or gravity, the range finding and fire solution equipment WAS built with that in mind. Laser weapons lose coherence. Range should not be extended.
 
How much effort and cost would it be to upgrade the aiming sights?

Energy weapon systems, by Traveller's past mechanics, disperse far more readily in an atmosphere.

Gravity effects kinetic munitions - their problem tends to be time to target, if unguided.
 
How much effort and cost would it be to upgrade the aiming sights?

Energy weapon systems, by Traveller's past mechanics, disperse far more readily in an atmosphere.

Gravity effects kinetic munitions - their problem tends to be time to target, if unguided.

We don't have that information, but we do know that fire control systems for a turret take up one dTon.
 
If they default to the spacecraft's sensors, then there's little difference in accuracy, beyond whatever range bands would be customized for these types of weapon systems.

In space.
 
Last part, you forgot about dividing non-ship scale damage by ten. The AP 10 is a product of the 1DD weapon doing 10-60 damage. Against a ship that x10 is not a thing. Neither is the AP 10. It's 1D6 and AP1. The vehicle rail gun is 1D6 and AP2.
A turret based railgun goes out to Short and does 2D. 2D+4 in a triple turret.
I did divide the non-ship scale damage by 10. I also suspected the AP should be divided by 10, but misread the description of AP. In fact if it is a non-ship scale weapon (even if it is a DD weapon) ships armour ignores AP. They are both AP 0 in that case :( but I think that is because there were no DD ground weapons with AP in the core book at the time. I am inclined to agree with the reduce AP to 10% for ground DD weapons as that seems to be the intent.

A turret based railgun is better and takes less space but it is 1MCr vs. MCr0.075. I can see situations where the price is the determining factor.
 
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While the weapons do not have to deal with atmosphere or gravity, the range finding and fire solution equipment WAS built with that in mind. Laser weapons lose coherence. Range should not be extended.
Are you saying they shouldn't be extended beyond the range in the books for some indeterminant gravity effects (which I agree with) or that you shouldn't be using the extreme range rule (for which I remain to be convinced)?
 
Fire control systems for a small weapon pop-up turret don't. Neither do they for fixed mounts. Fixed mounts can still be aimed.
Yes, they can. But Condottiere was talking about spacecraft ranges. Fire control for a few kilometers is not going to play well with thousand+ km firing solutions.
 
Are you saying they shouldn't be extended beyond the range in the books for some indeterminant gravity effects (which I agree with) or that you shouldn't be using the extreme range rule (for which I remain to be convinced)?
I'm saying that while the projectile will go straight until acted upon, the chances of you hitting anything beyond its normal extreme range, for which it's fire control is calibrated, are slim to none, and Slim's on vacation. Unless you are aiming at a massive space station.
 
We have spacecraft weapon systems restricted to adjacent and close range bands, due to being firmpointed.

And others, who naturally have a limited range, in comparison.

So, in that sense, easily integrated.
 
Am I reading this right?
Yes.

I would say Close is 10 km, so a weapon needs a ground range of 10 km to have a space range of Close. A range of 1 km to have a range of Adjacent. Anything less is a range of 0 (docked).

In practice it's a thing for/against fighters in dogfight, because of the limited range.
Basically any armour on a ship eliminates this as a problem, except perhaps the Gauss Gun you noted.
A Fusion Gun-Z (3DD, 10 km, 4 ton) could be used, if you have space to waste.
A Meson accelerator can be an interesting choice for a smallcraft?

For fun use massed Light Autocannons with nuke ammo (6DD)

For ground combat they are great.
 
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I'm saying that while the projectile will go straight until acted upon, the chances of you hitting anything beyond its normal extreme range, for which it's fire control is calibrated, are slim to none, and Slim's on vacation. Unless you are aiming at a massive space station.
We are in accord.
 
Yes.

I would say Close is 10 km, so a weapon needs a ground range of 10 km to have a space range of Close. A range of 1 km to have a range of Adjacent. Anything less is a range of 0 (docked).

In practice it's a thing for/against fighters in dogfight, because of the limited range.
Basically any armour on a ship eliminates this as a problem, except perhaps the Gauss Gun you noted.
A Fusion Gun-Z (3DD, 10 km, 4 ton) could be used, if you have space to waste.
A Meson accelerator can be an interesting choice for a smallcraft?

For fun use massed Light Autocannons with nuke ammo (6DD)

For ground combat they are great.
I was very interested in the Plasma Jet. Only 1/4 ton, no hard or firm point required (so you can have as many as you like). Cheap as chips.

It is very short range, but many of them mounted in fixed mounts in close proximity to the boarding airlock and it would make a fairly effective self defence for a low importance worlds customs launch. When docked it would deter someone from breaking off. Many 1DD at point blank would be fairly unpleasant and even a small vessel could mount a dozen.

These things could also be an effective broadside for a marine assault boarding vessel (bit like carronades) - Fire In The Hold!!
 
I was very interested in the Plasma Jet. Only 1/4 ton, no hard or firm point required (so you can have as many as you like). Cheap as chips.
Sure, but glorified flame throwers?

A Disposable Plasma Launcher as a single shot weapon, but is at least an armour penetrating weapon.

PGMPs would have some range, FGMPs does double the damage.
 
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