Condottiere
Emperor Mongoose
This might actually be a lot more complex than we imagined.
The sand might need to be manufactured at a higher technological level.
You can fire them together, or just the one, disregarding the other.I don't quite follow the second part of your post. IMO, If you have a double turret with two Sandcasters they fire as a unit. You can't fire one and then the other on the same attack. You would get one reaction for each turret or fixed emplacement per attack at most.
LBB2, obviously...It had to have been early-mid Classic Traveller.
I disagree.You can fire them together, or just the one, disregarding the other.
Sandcasters, presuming one canister per caster, not per reaction: (good gunner)
1: D6 + Effect ≈ 6 for one canister, 6 pts/canister, 120 pts per reload
2: D6 + Effect + 1 ≈ 7, for two canisters, 3¹⁄₂ pts per canister, 70 pts per reload
3: D6 + Effect + 2 ≈ 8, for three canister, 2²⁄₃ pts per canister, 53 pts per reload
Better use of available reactions and ammo is to only use a single caster hence canister.
Or you sidestep the issue by using RAW and only one canister per reaction, so the additional weapons add more damage prevention per reaction and per reload.
Pratty sure that is how Mark Miller described it to a buddy of mine at a con.If you could convert the sand canister into a mortar shell, you could install a row of support mortars, and have them fire in the direction of the laser fire.
I've looked and looked and can't find this anywhere in my CT collection - not in CT '77, not in CT '80, not in Starter Traveller, not in the Traveller Book, not in Mayday. Maybe someone with better eyes can point it out to me.It had to have been early-mid Classic Traveller. I remember reading somewhere that a stretched out cotton ball could be used on the table to represent the sand and yeah, same initial vector as the launching ship. IIRC, same time period that pieces of string were suggested as an aid to vector movement.
So quaint and war-gamey lol. I’ll always love the effort that was put into those rules, trying to make those combats feel real. But man it was super-noodly and took FOREVER.
Standing by for @Sigtrygg to chime in with the reference …
Yes, and that is what I'm discussing.I would say that the intent is that only one weapon or set of weapons can be fired out of a turret in one round. You cannot fire one Sandcaster, then fire the second, then the third if you have three.
Yes, and that is what I'm discussing.
A single turret gives D6 + Effect additional armour.
A double turret gives D6 + Effect + 1 additional armour, very little extra oompf, right?
Presuming one canister per caster, not per reaction: (good gunner)
With a single sandcaster turret:
D6 + Effect ≈ 6 for one canister, 6 pts/canister, 120 pts per reload
With a double sandcaster turret:
D6 + Effect + 1 ≈ 7, for two canisters, 3¹⁄₂ pts per canister, 70 pts per reload
With a triple sandcaster turret:
D6 + Effect + 2 ≈ 8, for three canisters, 2²⁄₃ pts per canister, 53 pts per reload
You get very little extra damage prevention per shot with more sandcasters in the turret, and much less per reload.
You really only want single sand turrets...
With RAW, one canister per reaction:
With a single sandcaster turret:
D6 + Effect ≈ 6 for one canister, 6 pts/canister, 120 pts per reload
With a double sandcaster turret:
D6 + Effect + 1 ≈ 7, for one canister, 7 pts per canister, 140 pts per reload
With a triple sandcaster turret:
D6 + Effect + 2 ≈ 8, for one canister, 8 pts per canister, 160 pts per reload
You get very little extra damage prevention per shot with more sandcasters in the turret, and a bit more per reload.
You really only want triple sand turrets...
Do you want a system that makes single sand turrets superior to triple sand turrets?
After one six-minute turn, a 'standard' (thrust 10) missile or torpedo is moving at ~12960 km per hour. Running into anything will be pretty dramatic.Small crystals drifting at sublight speeds probably don't react too favourably with missile chassis accelerating towards them.
reducing missile damage to the target does not seem like a valid reason for decelerating one's missiles before impact, but maybe this is not what you mean in the statement?Realistically, space missiles have to decelerate from peak velocity in order to intercept their target, in any case. If they were actually impacting at those speeds we would not be bothering to roll damage.
Nuclear dampers project a series of nodes and
antinodes where the strong nuclear force is enhanced
or degraded, rendering nuclear warheads ineffective.
A successful use of a nuclear damper against a fusion
weapon or salvo of nuclear warheads (whether they
are on missiles or torpedoes) reduces its damage by
2D and removes the Radiation trait. Against Destructive
weapons, every five nuclear dampers reduce damage
by 1DD and remove the Radiation trait.
No, they only work against weapons operating by nuclear fission or fusion. They don't remove existing radiation such as particle beams.While we are on the topic of missile damage -- has anyone noticed how completely weird and unclear the rules for Nuclear Dampers are?
So vs 'a fusion weapon or salvo of nuclear warheads (whether they are on missiles or torpedoes)' the rule is to reduce damage and remove the radiation trait per Nuclear Damper. No other 'Radiation' trait weapons (particle beams, anti-matter, etc) are called out, although they probably ought to be.
No, it's a subsection, it's about Destructive fusion guns and nukes.THEN there is a different set of rules for dealing with 'Destructive Weapons' -- apparently all types of 'Destructive' trait weapons,
The radiation effect from a particle beam is the result of nuclear decay effects. And dampers are specifically referred to in several cases as being used to clean up radiation and radioactive material after the fact.No, they only work against weapons operating by nuclear fission or fusion. They don't remove existing radiation such as particle beams.
Please provide an example of a non-Destructive 'Nuclear Warhead' for ship to ship combat.No, it's a subsection, it's about Destructive fusion guns and nukes.
For a non-destructive (less than 1DD) fusion or nuke attack, one successfully used damper unit removes the Radiation trait and 2D × Effect damage.
For a Destructive (1DD+) fusion or nuke attack, five successfully used damper units (by one gunner action) remove the Radiation trait and 1DD × Effect damage.
They are used with the Angle Screen reaction. The real miracle is that they prevent damage that would have been inflicted after to hit, defences, and armour...