Ship's missile rack help

A very long time ago, when I first started playing Traveller in the early 80's, for some reason we determined that each rack or "tube" held 3 missiles each, so you could fire one rack three separate times before having to reload. I guess you could say each missile rack has a "clip" or a rotating drum with 3 chambers. I have no idea where this rule came from, perhaps it was a house rule from the GM who first introduced me to Traveller, but I've used that rule ever since. I tried looking it up but I cannot find it, so as of now I suppose it is now my house rule.
Each missile rack has a 3 barreled cylinder which revolves into place, just like a revolver pistol. Once the third shot is fired, the missile rack must be manually reloaded. That gives you up to nine missiles on a 3 space turret before reloading. The same thing applies to sand casters.
 
Jak Nazryth said:
A very long time ago, when I first started playing Traveller in the early 80's, for some reason we determined that each rack or "tube" held 3 missiles each, so you could fire one rack three separate times before having to reload. I guess you could say each missile rack has a "clip" or a rotating drum with 3 chambers. I have no idea where this rule came from, perhaps it was a house rule from the GM who first introduced me to Traveller, but I've used that rule ever since. I tried looking it up but I cannot find it, so as of now I suppose it is now my house rule.
Each missile rack has a 3 barreled cylinder which revolves into place, just like a revolver pistol. Once the third shot is fired, the missile rack must be manually reloaded. That gives you up to nine missiles on a 3 space turret before reloading. The same thing applies to sand casters.

Classic Traveller Book 2, page 32, under Reloading. It mentions both missile and sand launchers can hold 3 rounds each, and goes on to say a triple turret with 3 missile launchers holds 9 missiles in a ready position. Also, it takes one turn to reload a spent launcher, so it takes 3 turns to fully reload a triple missile turret.

Well, it is page 32 in my book. I know there have been several reprints. It is in the Space Combat chapter of Book 2.
 
Jeraa said:
Jak Nazryth said:
A very long time ago, when I first started playing Traveller in the early 80's, for some reason we determined that each rack or "tube" held 3 missiles each, so you could fire one rack three separate times before having to reload. I guess you could say each missile rack has a "clip" or a rotating drum with 3 chambers. I have no idea where this rule came from, perhaps it was a house rule from the GM who first introduced me to Traveller, but I've used that rule ever since. I tried looking it up but I cannot find it, so as of now I suppose it is now my house rule.
Each missile rack has a 3 barreled cylinder which revolves into place, just like a revolver pistol. Once the third shot is fired, the missile rack must be manually reloaded. That gives you up to nine missiles on a 3 space turret before reloading. The same thing applies to sand casters.

Classic Traveller Book 2, page 32, under Reloading. It mentions both missile and sand launchers can hold 3 rounds each, and goes on to say a triple turret with 3 missile launchers holds 9 missiles in a ready position. Also, it takes one turn to reload a spent launcher, so it takes 3 turns to fully reload a triple missile turret.

Well, it is page 32 in my book. I know there have been several reprints. It is in the Space Combat chapter of Book 2.

I like that. It gives me something to work on for my group.
 
The ship in question is the "common" Gazelle Close Escort; a 400 ton military craft. Standard load out with (for the most part) standard crewing.
 
MountainMan said:
The ship in question is the "common" Gazelle Close Escort; a 400 ton military craft. Standard load out with (for the most part) standard crewing.

I know the GM you are referring to and the last time I talked to her she had said the craft had been demilitarized.
 
bonni56 said:
MountainMan said:
The ship in question is the "common" Gazelle Close Escort; a 400 ton military craft. Standard load out with (for the most part) standard crewing.

I know the GM you are referring to and the last time I talked to her she had said the craft had been demilitarized.

About all you can do to "demilitarized" it is to yank the guns & higher rating computer.
 
MountainMan said:
The ship in question is the "common" Gazelle Close Escort; a 400 ton military craft. Standard load out with (for the most part) standard crewing.

Ah. Common TL-E. With twin/ dual turrets as previously discussed
(Msl/Msl) (Msl/Msl) (BL/SC) (BL/SC).

Not coming equipped with say, triple turrets...
Not say, the CT-version with Particle accelerator barbettes ventral & dorsally.

Safe enough to sell to StarMercs & Adventurers, but still Jump4/4G.
Navy "Surplus" (not the frontline TL-F shtuff).

There is of course in looking at deckplans, what is seen, and not seen; what is presumed, and what is not there at all. No version of Traveller I ever picked up from 1980 to the present day had a deckplan that showed all the pipes and wires and gadgets. on them.

Mssrs Jeraa & Jak Nazryth have your answer to which type of reloading to use (I prefer to think of it as having a pair of three-shot revolvers, being a gun owner myself) in your second part, MountainMan.

And the time it takes the gunner to reload in (space combat) turns. Obviously if the Turrets are firing missiles, considerable discipline must be exercised by each Gunner, or the vessel will have 2 turns of no missile fire responses in the offense-ship phase of combat.

The same can be said for the sandcaster/laser turret gunners as well, for having 1-2 turns of no sand-shield ability to reduce laser fire to one's ship can be... a vulnerability the Captain might not wish to entertain in a tight spot.

And looking back through the various replies, there may not be a reloader-crew skill, or position anboard ship--it is the duty of the Gunner to do so. But without an Auto-feeding system from a magazine, some non-combat essential personnel or robot might be adjudicated into having to push the six missiles on their cradle-trolley to the turret gunner from the cargo bay otherwise.

A Magazine + auto feeder = having personnel handy for damage control situations.

Just my 0.000000125cr,

regards,

Liam Devlin
 
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