Travellers Needed! High Guard Updates

The Traveller turret missile has been 50kg in mass since CT in 77, the only time it changed was for TNE. It is around the size of an AGM=114 Hellfire missile.

If you want "realism" then missiles need to be constructed as vehicles or small spaceships and have maneuver drives, power reserves, electronics and the like.

Another option would be an electromagnetic or gravitic launcher for the missile to impart its initial velocity, with its own drive system held in reserve until in ranhe of its target.
 
I think you're missing what I was trying to get at. Traveller uses volume as it's unit of measure in spacecraft. High guard says that missile turrets have sufficient space for 12 missiles PER LAUNCHER in a 1 ton (14 cubic meter) space! You'll note that I gave the example of the AMRAAM to illustrate how big a modern day missile actually is! And you're certainly NOT going to fit 36 of them in a 14 cu. Meter turret! My assumption is that Starship missiles would probably be at least as big as a modern era missile!

The whole discussion of weapon mounts on fighters was to say get rid of the limitation you sited above! (At a minimum!)
Ah well, in that direction I think your problem is that you are assuming that the designer wants a simulationist approach.

That's not the case, and Traveller is not a simulationist system. It's a game. Limitations are all there for balancing the game within the limits of credibility. Given how rare your complaint is (it's been posted before, sure, but only once in a while) it's not a big issue on credibility.
 
So will the next version of High Guard include all the new rules from Cluster Truck?

I agree this would be helpful. I'd like to see these rules presented more clearly perhaps outline in steps like the steps to build a spaceship in HG. I'd also like to see some related new rules added:
- construction, cost, and functions of (sub-shipyard) rigs.
- clarity if there is a distinction of function between rigs named in the Cluster Truck: docking, construction, salvage
- A new rule for how much salvage a derelict/wreck/hulk of a ship could generate and the time to salvage it
- what is the difference in time a 2nd or more salvage drones could make? What is the time and tools needed to salvage by hand?
- how does building a rig connect to the rules for building a base (Drinax Companion)
- starting with nothing, no shipyard, no rig, how do you bootstrap-build a space station?
 
I agree this would be helpful. I'd like to see these rules presented more clearly perhaps outline in steps like the steps to build a spaceship in HG. I'd also like to see some related new rules added:
- construction, cost, and functions of (sub-shipyard) rigs.
- clarity if there is a distinction of function between rigs named in the Cluster Truck: docking, construction, salvage
- A new rule for how much salvage a derelict/wreck/hulk of a ship could generate and the time to salvage it
- what is the difference in time a 2nd or more salvage drones could make? What is the time and tools needed to salvage by hand?
- how does building a rig connect to the rules for building a base (Drinax Companion)
- starting with nothing, no shipyard, no rig, how do you bootstrap-build a space station?
All of this.

Also, we need examples to clarify alot of things.
 
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