Weapon mounts

Beastttt

Banded Mongoose
ok we have 1 hard point per 100 tons
CT also had 1 bay per 1000 tons (there is no limit here other than it takes up a hard point)
and 1 spinal mount per ship(limited to a forward arc of fire)not even mentioned in MT

any thoughts
 
True, if you are designing to the Mongoose rules, there is no limit to the number of bay weapons you can install, except the 1 per 100 ton limit imposed by the hardpoints.

100-ton Bays and Spinal Mounts are not mentioned in the Core Book, so per the latest rules we cannot use them yet. HG probably has these.

Also, there doesn't seem to be any power restrictions on what types of weapons you can install in your turrets or bays. You could have a 200 ton ship, with 2 50-ton Meson Bays and 1g acceleration powered by a PP-A if you wanted.
 
yeah I hope they include spinal mounts and 100 ton bay weapons

and hopefully also clear up some of the glaring holes that Mongoose left in when they modified the game
the new combat rules seem to work fine but here are the holes I see in the game
1) armor at tl 14 1 level(6 pts) makes all turret weapons except nuclear missiles and particle beams useless
2 levels block nuke damage except for a crew hit and on average will also block a particle beam except for it's crew hit also

possible cures
if blocked 1 hit per weapon on a 1 in 6 chance still penatrates
X amount of damage reduces Armor by 1(only by weapons that cannot penatrate normally)X probably should be modified by the ship's size

2) plant and drive overlaps
right now there is no reason to get a drive/plant with a higher letter that gives the ship the same power/maneuver/ jump number

Possible cures
each letter over the desired plant/drive value gives 1 more hit before the plant/drive is disabled

any other thoughts
 
Beastttt said:
possible cures
if blocked 1 hit per weapon on a 1 in 6 chance still penatrates
X amount of damage reduces Armor by 1(only by weapons that cannot penatrate normally)X probably should be modified by the ship's size

Someone suggested that any roll of 6 on a damage die reduces the target's armour by 1. That's quite a neat fix, but only playtesting would show if it's enough.

Simon Hibbs
 
simonh said:
Beastttt said:
possible cures
if blocked 1 hit per weapon on a 1 in 6 chance still penatrates
X amount of damage reduces Armor by 1(only by weapons that cannot penatrate normally)X probably should be modified by the ship's size

Someone suggested that any roll of 6 on a damage die reduces the target's armour by 1. That's quite a neat fix, but only playtesting would show if it's enough.

Simon Hibbs

The problem with every 6 ablating is that it over-reduces lower armor values...

If only 6's in fully stopped shots ablate the armor, low armor values remain useful (but not highly effective) nearly forever, while larger armor values get whittled away.

The other option is to treat each 6 as "Spite Damage" of 1 point (that is, for each 6 rolled, a minimum of 1 point of damage is done, no matter the armor, but without staging the armor at all.

to restate spite damage: Damage taken is higher of: (# of 6s rolled on the damage dice) or (Damage roll - AV).

Having run T&T with spite damage, it really does work quite well at preventing high armor ratings (eg: warrior in full enchanted plate for 50points of AV, otherwise immune to his own best hit) from being immune to combat.
 
Arguing the other way, I am not sure I have a problem with a TL14 armored hull stopping a TL7-8 weapon completely.

By TL 14, armored ships are using Meson Guns and all those other low tech weapons are only used by civilians and pirates...

I would expect a TL14+ ship to have very few missile/laser turrets. They will have PA weapons and most or all of the larger, ship killing, weapons will be Meson Guns.

Turret weapons are not going to kill a warship at higher TLs.
 
Rikki Tikki Traveller said:
Arguing the other way, I am not sure I have a problem with a TL14 armored hull stopping a TL7-8 weapon completely.

By TL 14, armored ships are using Meson Guns and all those other low tech weapons are only used by civilians and pirates...

I would expect a TL14+ ship to have very few missile/laser turrets. They will have PA weapons and most or all of the larger, ship killing, weapons will be Meson Guns.

Turret weapons are not going to kill a warship at higher TLs.
How about the good ol' "Tigress" class with 430 missile bays, 100 triple beam laser turrets, 100 dual fusion turrets, 100 PA turrets, and a meson spinal mount? It also carries 300 fighters!
 
by the new damage rules
going up against a tl 14 ship with 3 levels of armor(18 points)
no laser,missile,fusion or PA turret will do any damage and a nuclear damper and meson screen generator are going to put a sever crimp in any damage try to do
 
Beastttt said:
by the new damage rules
going up against a tl 14 ship with 3 levels of armor(18 points)
no laser,missile,fusion or PA turret will do any damage and a nuclear damper and meson screen generator are going to put a sever crimp in any damage try to do
Which is why I came up with the "reduce armor by 1 for every 6 rolled" idea.
Getting hit by 20+ nuclear missiles should hurt a little! :D
 
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