Turrets, Barbettes, and multiple hits

zero said:
So is that 5 or 10 squares for a barbette now? :oops:

Depends if the barbette takes 5 tons + 1 ton of fire control or the 5 tons already includes the fire control... (It's been done both ways). Either 10 or 12 squares as the case may be.
 
Jak Nazryth said:
When you have 2 or more weapons in a single turret (3 pulse lasers) and you hit an enemy ship, do you roll each laser separately for damage, or do you roll 6d6 and add all the damage up?

I roll damage for each weapon separately. So, 2D6 3 times as the weapons aren't striking the exact same place on the hull of the target ship. For the same reason I don't use the barrage rules in High Guard.
 
Don't have C-Stars and deckplans have always been rather loose about 'accurate' sizes...
  • For myself, I use the (2 square, 2 high, 13.5 sq m 'ton' ) volume inclusive in the ship's total volume as this is what is used for most calcs (notably drives). Whether 'internal' or 'external' is irrelevant (*and not explicitly stated in any rule I've seen...) - the ship, regardless of shape, is a 'connected volume'.

    The deckplans may only show, say 2.5 tons, but my plans will have the other 2.5 tons 'external' to the 'deckplans' - but still included in the total of the ship's displacement tonnage. So, for a 100 ton ship, the plans might have 195 squares on the deckplan and then 5 at 3m high, or 10 at 1.5 m high, or whatever equaling the 13.5 sq m per ton, would be 'external' (and perhaps not even part of the 'deckplan'). Then there can be fire control (turrets and bays have) - which may be elsewhere (I like to have separated fire control for barbettes, but not for turrets and bay weapons).

    There is some 'official' leeway defined - 10% or 20% or some such (CT was the later IIRC, can't remember MgT). Many official deckplans don't even come close to this.
 
The Railgun Barbette is composed of the following;

1 dton of ammunition and 4 dtons between the actual barbette and fire control.

So 1-3 (2 to 6 squares) of each fire control and barbette, depending on the share (1:3 or 2:2).
 
zero said:
The Railgun Barbette is composed of the following;

1 dton of ammunition and 4 dtons between the actual barbette and fire control.

So 1-3 (2 to 6 squares) of each fire control and barbette, depending on the share (1:3 or 2:2).

Maybe, the rules don't actually say if the fire control is already included in the tonnage for barbette's or if they need another ton for fire control...
 
I assume its included as no extra fire control tonnage is mentioned in Cstars ship stats.

If I was deckplanning a turret or such armament, it'd be half a dton for the fire control comp and half a dton for Gunner workspace/access space.

This would show up on the deckplan as a square (0.5 dton) with a station inside it, then a square is taken up (the other 0.5dton) as the drawn turret.

So, for the Railgun Barbette, I'd say excluding the ammunition (1 dton), there would be some larger space for the Gunner workspace/access space (with a drawn seat for the gunner) -this seems to be the case as Cstars has a Weapons Control room for the Gunner- and the rest for the fire control, which is taken up either as the drawn railgun or added as a little desk by the chair).

Either way, excluding ammunition, I have around 8 squares to play with on the deckplan for the Weapon Control room, though some of those sqaures may take up a drawn Railgun silhouette on the exterior (added fire control comp space, depending on complexity).

Whats worse is that in Cstars they tend to have circular rooms so there are partial sqaures in these areas - would half squares in a circular room be counted towards full dtons or halfs?
 
zero said:
Whats worse is that in Cstars they tend to have circular rooms so there are partial sqaures in these areas - would half squares in a circular room be counted towards full dtons or halfs?

If it's only a partial square it represents only part of that squares capacity. A full square though is half a dton so say half a full square would be one quarter of a dton.
 
The Weapons Control room could be 5 dtons in all (as it'd include ammo), then have a thickness of 4 squares (2 dtons), and the corners having half-squares, so the top row would be 1.5 dtons on the top, 2 in the middle and 1.5 dtons on the bottom.

If I have a deckplan thickness of 5 squares, then I can have a one square corridor going past the Weapon Control room linking to Bridge/Engineering and such.

I fancied a thinner ship, so I may experiment with the width of the room on the deckplan (making it taller) so I can do that (I dont want my spin hab being affected by skimming the hull after all).
 
I also think I am going to mimic another version of Traveller rule (sort of) and allow players to swap one of the weapons in a turret for an extra +1 to hit. So if you have 3 pulse lasers, you can get up to a +2 to hit, but only do damage from one of the weapons, a singe 2d6 roll. Could be effective against slippery little fighters! :) Spread out the fire to make sure you hit!
I will run a couple of tests the first time we get into a real space combat and see how it goes. I can always reverse my own rule if it gets out of hand though, and besides, the bad guys get the same rule advantage. :)
 
No, I actually did not know that! I was planning on following the range rules in High Guard. Pulse laser have an optimum range of close (1 hex/space) with a +0 modifier.... hmmmm gotta find that rule...
What page is the -2 for pulse lasers on???
Thanx
 
Jak Nazryth said:
No, I actually did not know that! I was planning on following the range rules in High Guard. Pulse laser have an optimum range of close (1 hex/space) with a +0 modifier.... hmmmm gotta find that rule...
What page is the -2 for pulse lasers on???
Thanx

High Guard page 47 (Changes to Core Rule Book).
 
FYI: in case you haven't seen these Jak (errata for HG and Core):

http://www.mongoosepublishing.com/pdf/travhighguarderrata.pdf
http://www.mongoosepublishing.com/pdf/travpg.pdf

Found on the Mongoose Traveller page:

http://www.mongoosepublishing.com/home/series.php?qsSeries=51
 
AndrewW said:
Jak Nazryth said:
Are there mining lasers anywhere in Mongoose yet?
Beltstrike maybe?

Alien Module 2: Vargr has one.

I don't yet have the Vargr module.
Can somebody please post the stats of a mining laser?
Cost, range, damage, "spaces inside a turret" etc...?
Thanks.
 
Jak Nazryth said:
I don't yet have the Vargr module.
Can somebody please post the stats of a mining laser?
Cost, range, damage, "spaces inside a turret" etc...?
Thanks.

Weapon: Laser Drill
TL: 9
Optimum Range: Short
Damage 7d6
Cost (Cr.): 10,000
Notes: Suffers a -3 DM if used as a weapon

That's it.
 
AndrewW said:
Weapon: Laser Drill
TL: 9
Optimum Range: Short
Damage 7d6
Cost (Cr.): 10,000
Notes: Suffers a -3 DM if used as a weapon

That's it.

So, IF I'm doing the math right; you stick one triple turret with these on your Free Trader with Fire control/2 & a Gunnery-3 char and you get +1 to hit at Med and do an average ~21 pts. X 3 for each hit?
 
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