Separate tech upgrade for weapon and mount?

AnotherDilbert

Emperor Mongoose
Inspired by Chas I have to ask: Can we tech upgrade weapon and mount separately?

E.g. We upgrade a missile bay with Reduced Size. We upgrade the missiles with Accurate.

E.g. We upgrade a turret with Reduced Size. We upgrade the Fusion Gun with Long Range.

They are technically different components in the Weapons & Screens chapter. (Ducks into cover...)
 
Umm... well, in theory, yeah, you should be. They two ARE related, but ARE dissimilar.

But on the other hand, you aren't reducing the size of the missiles in the bay, so the reduction in size of the bay seems kind of unfair.
 
The advantages/disadvantages are meant for the weapon systems not the ammunition. They may not apply to all types of weapon systems (such as long range really wouldn't apply to missiles/torpedoes).
 
AndrewW said:
The advantages/disadvantages are meant for the weapon systems not the ammunition. They may not apply to all types of weapon systems (such as long range really wouldn't apply to missiles/torpedoes).
Ok, great. That means we can upgrade missile bays/barbettes, right?

But turrets? Could I build a prototype Pop-up turret in TL9?
 
AnotherDilbert said:
Ok, great. That means we can upgrade missile bays/barbettes, right?

But turrets? Could I build a prototype Pop-up turret in TL9?

Turrets/barbettes/bays.
 
AndrewW said:
AnotherDilbert said:
Ok, great. That means we can upgrade missile bays/barbettes, right?

But turrets? Could I build a prototype Pop-up turret in TL9?

Turrets/barbettes/bays.
Great, so I can upgrade the turret with Reduced Size and the Fusion Gun in the turret with Long Range?
 
If you upgrade the turret with reduced size will it not become too small for the normal sized weapon? (if you treat them as different items I mean)
 
PsiTraveller said:
If you upgrade the turret with reduced size will it not become too small for the normal sized weapon? (if you treat them as different items I mean)
I would interpret the tech upgrades as something specified has changed, everything else is the same. So the carrying capacity is the same.

Apparently we can upgrade missile bays with Reduced Size without losing missile capacity.
 
I think Matt addressed this before but I can't seem to find it - it is per weapon I believe on turrets. ... I seriously can't find it anymore.
 
AnotherDilbert said:
Great, so I can upgrade the turret with Reduced Size and the Fusion Gun in the turret with Long Range?

You can apply multiple advantages to a single weapon, up to the TL limit. So you could have a reduced size bay weapon that is also energy efficient for example.
 
AndrewW said:
AnotherDilbert said:
Great, so I can upgrade the turret with Reduced Size and the Fusion Gun in the turret with Long Range?

You can apply multiple advantages to a single weapon, up to the TL limit. So you could have a reduced size bay weapon that is also energy efficient for example.
The turret and the Fusion Gun are theoretically separate components, or are you saying they are not? Could you address my specific example, please?
 
I'd prefer if the TL primitive and advanced included a strongly worded line to the effect:

"Spinals along with missiles and torpedoes are not affected by TL advances in the Mongoose Traveller Universe."

The TL changes for missiles and torpedoes are reflected in the specific ammunition bought basic goes to advanced. If you want an accurate torpedo see my thread on the same, and so forth.

The weapon's mounts being separate from the "weapons" I'm not really seeing the semantics being played out here. You have a weapon (which includes its mount), it can have a max of 3 advantages or 3 disadvantages included in it per ref approval. Sized reduction x1 plus accurate - no issue with that?

Missiles and torps could see the mount being treated differently which might have some basis. TL 10 missiles are being held and fired by a superconducting magnetic system, bulky tubes around each missile at TL13 this is all happening by miniature antigrav plates such that the whole pod is held in space as if just hanging there with only four cross rigs.

What we do need though is definite clarification of what you can and cannot do. There should be clear guidance. This part of the ship build is too important across the entire range of ship design, from fighters to superdreadnoughts. There needs to be base line Mongoose Third Imperium standard. Whether you can mount 35ton small missile bays is critical. Not just for Mongoose's own publications but for any third parties that want to add to the published material - the default rule set should be stated.
 
Official ruling?

(you won't like it :)).

We are considering anything in the Ship Design, Weapons and Ship Options chapters to be 'hard coded'. Balanced, by the letter of the law, Do Things This Way.

The other chapters are more... fluid. In terms of the first question asked here, I might do things one way... but you may do them another - and both are going to work just fine in our own universes.

Put another way, the first three chapters are the Core Rules of High Guard. The rest are toolbox items that you can bring out as you think appropriate, and if you reach into the toolbox and use a hammer where someone else might suggest a screwdriver... well, if it works, good on you!

Seriously though, I want the chapters beyond the first three to be optional items that might be cool to use in some situations, not hard and unyielding things that will affect all universes. You'll see this brought up in the Fighters chapter where it actually states that the squadron rules work well up to Point X, but beyond that you probably want to look at the fleet scale rules - but that is not a hard ceiling, and if your universes has powerful fighters like X-Wings, you might be just fine just sticking to the Fighters chapter!
 
msprange said:
Official ruling?

(you won't like it :)).

We are considering anything in the Ship Design, Weapons and Ship Options chapters to be 'hard coded'. Balanced, by the letter of the law, Do Things This Way.

The other chapters are more... fluid. In terms of the first question asked here, I might do things one way... but you may do them another - and both are going to work just fine in our own universes.
OK, great.

Just make sure that is obvious in the book. Call the other chapters "Optional Rules" or something.

P.S. I would like to see chapter The Ship's Computer as part of the Core rules. D.S.
 
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