So I've been using the Traveller system for a few months and I'm mostly happy with it. One of the things that has bugged me is the Ship weapons in the core game. So for various reasons, I've come up with my own set of ship guns that have the kind of character I'd like to see.
The things I hope to do with these new guns are...
1. Move away from Multi-Turrets. I find Multi-Turrets a bit of a needless complication with more dice rolling than is really necessary. So all the Turret weapons here are intended to be used on single mounts only.
2. Remove Sandcasters. This is just a thematic thing with me. I like their role, I just don't like the idea of ships spewing dirt. Not sci-fi enough.
3. Make gun comparisons less cut and dry. I don't like that Traveller has some weapons which are better than others in every way without having any real trade-off.
4. A move Towards Barbettes. I think that barrettes should be the mount of choice for small combat ships, So I've got a better choice of Barbette Weapons.
This is the first draft of the stats but I think I've got some decent balance. Let me know what you guys think!
Deflectors – Deflectors are turreted defensive devices that produce a brief, but intense, burst of gravatic energy. This can disrupt or deflect some types of incoming fire. Plasma and Mass Driver fire can be deflected. Missiles produced by a factory with access to gravatic technology is also unaffected (Breacher Gravatics are simple to produce and counteract Grav Shields) otherwise missles can be “shot down” as with point defences.
Deflectors work just like sandcasters except they do not use ammunition and reduce damage by 2d6. Deflectors do not work on Lasers. Each deflector can only be used on a single attack per combat round.
Plasma Weapons – Plasma Accelerator Cannons (PAC) work by propelling packets of supercharged particles at enemy ships. This plasma transfers massive amounts of energy on impact, this can damage internal systems even if the bolt itself does not penetrate. These weapon systems are amongst the most devastating in wide use today.
Plasma Weapons ignore the armour of the target ship by a number of points equal to the number of damage dice. E.g. A 4d6 Tactical-PAC ignores 4 points of armour.
Laser Weapons – There are two primary types of Laser Weapon. The Point Defense Laser and the Laser Cannon.
The Point Defence Laser (PDL) is a light, short ranged laser. Primarily used to shoot down incoming missiles. It is also used as an anti-fighter weapon.
A PDL can be used for Point Defence.
The High Energy Laser Cannon, (HELC) while not as devastating as PACs, are powerful weapons in the own right. They focus a cutting beam of light at their target, directly causing damage. They are accurate at longer ranges and Deflectors do not disrupt their fire due to the fact that it does not use any physical medium.
A HELC cannot be used for Point Defence and is not affected by deflectors.
Rail Guns – A Rail Gun (RG) is a mass driver weapons that operates by fires metal at extremely high velocities. These weapons work on pure kinetic energy to cause damage. Rail Guns can be more compact that other weapons but they have much shorter range. Their strength lies in their high rate of fire, delivering a withering hail of fire that devastate under defended ships.
Rail Guns have auto-fire ratings and require ammunition to fire. Each ton of Light Rail Gun Ammo contains 80 shots. Each ton of Rail Gun bay Ammo contains 40 shots.
Note: The range of these Rail Guns is not capped at short like in the High Guard rules.
Weapon, Dam, Range, Mount, Tonnage, Special
PDL, 1d6, Short Turret, 1, Ignores Deflector, Can Counter Missiles
Heavy-PDL, 2d6, Short, Turret, 1, Ignores Deflector, Can Counter Missiles
Tactical-HELC, 4d6, Long, Barbette, 5, Ignores Deflector
HELC, 6d6, Long, Bay, 50, Ignores Deflector
Heavy-HELC, 9d6, Long, Bay, 100, Ignores Deflector
Tactical-PAC, 4d6, Medium, Barbette, 5, Armour Piercing
PAC, 6d6, Medium, Bay, 50, Armour Piercing
Heavy-PAC, 9d6, Medium, Bay, 100, Armour Piercing
Light-RG, 2d6, Short, Turret, 1, Auto 4
Tactical-RG, 2d6, Short, Barbette, 5, Auto 8
RG, 3d6, Short, Bay, 50, Auto 8
Heavy-RG, 3d6, Short, Bay, 100, Auto 12
The things I hope to do with these new guns are...
1. Move away from Multi-Turrets. I find Multi-Turrets a bit of a needless complication with more dice rolling than is really necessary. So all the Turret weapons here are intended to be used on single mounts only.
2. Remove Sandcasters. This is just a thematic thing with me. I like their role, I just don't like the idea of ships spewing dirt. Not sci-fi enough.
3. Make gun comparisons less cut and dry. I don't like that Traveller has some weapons which are better than others in every way without having any real trade-off.
4. A move Towards Barbettes. I think that barrettes should be the mount of choice for small combat ships, So I've got a better choice of Barbette Weapons.
This is the first draft of the stats but I think I've got some decent balance. Let me know what you guys think!
Deflectors – Deflectors are turreted defensive devices that produce a brief, but intense, burst of gravatic energy. This can disrupt or deflect some types of incoming fire. Plasma and Mass Driver fire can be deflected. Missiles produced by a factory with access to gravatic technology is also unaffected (Breacher Gravatics are simple to produce and counteract Grav Shields) otherwise missles can be “shot down” as with point defences.
Deflectors work just like sandcasters except they do not use ammunition and reduce damage by 2d6. Deflectors do not work on Lasers. Each deflector can only be used on a single attack per combat round.
Plasma Weapons – Plasma Accelerator Cannons (PAC) work by propelling packets of supercharged particles at enemy ships. This plasma transfers massive amounts of energy on impact, this can damage internal systems even if the bolt itself does not penetrate. These weapon systems are amongst the most devastating in wide use today.
Plasma Weapons ignore the armour of the target ship by a number of points equal to the number of damage dice. E.g. A 4d6 Tactical-PAC ignores 4 points of armour.
Laser Weapons – There are two primary types of Laser Weapon. The Point Defense Laser and the Laser Cannon.
The Point Defence Laser (PDL) is a light, short ranged laser. Primarily used to shoot down incoming missiles. It is also used as an anti-fighter weapon.
A PDL can be used for Point Defence.
The High Energy Laser Cannon, (HELC) while not as devastating as PACs, are powerful weapons in the own right. They focus a cutting beam of light at their target, directly causing damage. They are accurate at longer ranges and Deflectors do not disrupt their fire due to the fact that it does not use any physical medium.
A HELC cannot be used for Point Defence and is not affected by deflectors.
Rail Guns – A Rail Gun (RG) is a mass driver weapons that operates by fires metal at extremely high velocities. These weapons work on pure kinetic energy to cause damage. Rail Guns can be more compact that other weapons but they have much shorter range. Their strength lies in their high rate of fire, delivering a withering hail of fire that devastate under defended ships.
Rail Guns have auto-fire ratings and require ammunition to fire. Each ton of Light Rail Gun Ammo contains 80 shots. Each ton of Rail Gun bay Ammo contains 40 shots.
Note: The range of these Rail Guns is not capped at short like in the High Guard rules.
Weapon, Dam, Range, Mount, Tonnage, Special
PDL, 1d6, Short Turret, 1, Ignores Deflector, Can Counter Missiles
Heavy-PDL, 2d6, Short, Turret, 1, Ignores Deflector, Can Counter Missiles
Tactical-HELC, 4d6, Long, Barbette, 5, Ignores Deflector
HELC, 6d6, Long, Bay, 50, Ignores Deflector
Heavy-HELC, 9d6, Long, Bay, 100, Ignores Deflector
Tactical-PAC, 4d6, Medium, Barbette, 5, Armour Piercing
PAC, 6d6, Medium, Bay, 50, Armour Piercing
Heavy-PAC, 9d6, Medium, Bay, 100, Armour Piercing
Light-RG, 2d6, Short, Turret, 1, Auto 4
Tactical-RG, 2d6, Short, Barbette, 5, Auto 8
RG, 3d6, Short, Bay, 50, Auto 8
Heavy-RG, 3d6, Short, Bay, 100, Auto 12