Condottiere
Emperor Mongoose
If you try deconstructing Traveller's missile weapon systems, which I have, you come face to face with a lot of discrepancies, which, if charitable, you can attribute to legacy baggage.
I am well aware that they could easily (and probably should) work like Star Fleet Battle's drones. But that isn't how the rules work. And I suspect that if the rules were changed so that they worked like that, then they'd probably make changes to how "fixed mounts" work on starships.If you try deconstructing Traveller's missile weapon systems, which I have, you come face to face with a lot of discrepancies, which, if charitable, you can attribute to legacy baggage.
got it, ty. We interpreted the rules differently but if I ever get to play again I will take it into account.Neither the attack bonus for laser, nor the attack bonus for Fire Control applies to PD, as that isn't an Attack but a Reaction, by the book.
PD is basically the skill of the gunner, plus a bonus for multiple weapons in the turret.
With a skill of 2 and a triple turret (+2), a missile would be killed on 5+, or about 3 missiles on average.
I follow the understanding of the beta playtest in '15-'16. The text may have changed in the 2022 edition.People keep saying that it doesn't matter about missile launcher, but that is flat out NOT the rule. You can house rule it, but it is NOT the rule. And dogfighting rules further state you can't fire a fixed mount weapon unless you win the positioning contest (as well as saying that missiles used in dogfights can't benefit from their smart trait).
The missile salvo attacks when it has reached the target. There is no attack or attack roll to launch missiles.Core(2017), p162:
Missiles and Targets
When a missile salvo reaches its target, the missile makes an attack roll as normal. However, the Gunner skill of the Traveller(s) that fired the salvo is not used as a DM.
Launching missiles is still not an attack.Core(2017), p162-3:
A draw means that neither ship may attack the other with fixed weapons. The winner may choose to place his opponent’s ship in a fire arc of his choice and may choose which of the opposing ship’s fire arcs his own vehicle lies in.
In this way, the winner of a dogfight can ensure all his forward facing weapons can attack his enemy while ensuring he stays out of his opponent’s forward facing (and the weapons present there). In addition, the winner of a dogfight gains DM +2 to all his attack rolls for this round while the loser suffers DM -2.
They are not guided missiles, but fire-and-forget. You can't change the target of the salvo once the missile is launched.Core(2017), p161;
Launching Missiles
Missiles used against targets within Adjacent or Close ranges lose any Smart trait they possess, as there is not enough time for them to obtain a solid lock and take advantage of their advanced guidance systems.
It's a game, it's highly simplified. There's a reason we're discussing MgT, not FF&S...Anyway, I don't know what the intended rule is. I know what is written. Personally, if I were designing the system, you wouldn't have missiles, energy weapons, and sandcasters using the same weapons platform in the first place. Even back in the day when missiles had turret launchers they weren't remotely like the turrets with the guns. VLS type systems is what a missile bay is, as far as I am aware.
Missiles should be LOAL. But "fixed mount" that takes 0 power and 0 space yet holds 12 missiles in some sort of astral pocket dimension and can be triggered by an unskilled guy doing something else at the same time shouldn't be a thing on a starship.
OK, sorry.I tend to disagree with the assessment that missiles launched from a fixed mount do not need to obey facing but if we want to debate that can it be on another thread?
Sure, but it is still bad design to create an element that is designed to have advantages that are offset by disadvantages that are not actually factors in the game. Fixed Mounts work for small craft because the design intent is that small craft are dogfighting and there is a mechanic for making facing a thing in dogfighting (the you can't shoot unless you do well on that dogfighting roll).It's a game, it's highly simplified. There's a reason we're discussing MgT, not FF&S...
But one thing that missiles will do is tie up the pirate's lasers in point defense and therefore reduce the incoming fire, therefore reducing damage and the risk of being disabled.Regarding merchants, they don't design their ships to fight and win. They design their ships to make it possible to deter or escape combat. So they are going to use beam lasers because they are the most cost effective option.