The Traveller Way. These are the main weapons with which Traveller's small ships have duked it out. Between these three, you cover a nice range of offense and defense, a kind of rock-paper-scissors relationship:
* Missiles are the most dangerous, and the most expensive of the three.
* Lasers are effective in offensive and defensive roles.
* Sandcasters stop lasers.
They're set up in Traveller so that you'll want one of each, at least. You'll want a Laser to kill someone's expensive Missiles. You'll want a Missile Launcher as a serious threat. You'll want Sand to stop someone's cheap Lasers from carving holes in your pretty starship.
And while I'm at it: single turrets are effective. The Oberlindes kiloton freighter can mount ten single turrets, and corsairs won't automatically laugh. They might consider that ship reasonably well defended.
Oh yes, one more thing: boarding actions are also effective. (This is something I think Traveller has not dealt with in space combat - it rather has sort of assumed that the first ship slagged is the loser and it's doubtful anyone is left alive.)
That's The Traveller Way.
So:
I'm going to brainstorm some ways to keep this Way valid for T5, while allowing T5 to be T5. This is not particularly hard, since I consider starship combat for T5 as rather undeveloped. Damage is well developed. Weapons, perhaps less so, perhaps not focused on the Big Three.
Are some weapons only allowed in military ships? I seem to remember that argument some time ago, and it seems to be a weak reason to forbid some weapons. I'm going to avoid it like the plague, and focus on other ways to favor the L-M-S mix.
For example, a set of mutually exclusive possibilities:
* Setting weapon TLs so that Laser turrets have a valid niche.
* Reaffirming that Sandcasters are valid "anti-beam" defenses.
* Make sure the Single Turret is effective? e.g. increase the DM or damage by +1 or +2. (And think about eliminating the quad turret).
* Limit the number of "special" weapons by TL. Not sure of the best way.
* Missiles are the most dangerous, and the most expensive of the three.
* Lasers are effective in offensive and defensive roles.
* Sandcasters stop lasers.
They're set up in Traveller so that you'll want one of each, at least. You'll want a Laser to kill someone's expensive Missiles. You'll want a Missile Launcher as a serious threat. You'll want Sand to stop someone's cheap Lasers from carving holes in your pretty starship.
And while I'm at it: single turrets are effective. The Oberlindes kiloton freighter can mount ten single turrets, and corsairs won't automatically laugh. They might consider that ship reasonably well defended.
Oh yes, one more thing: boarding actions are also effective. (This is something I think Traveller has not dealt with in space combat - it rather has sort of assumed that the first ship slagged is the loser and it's doubtful anyone is left alive.)
That's The Traveller Way.
So:
I'm going to brainstorm some ways to keep this Way valid for T5, while allowing T5 to be T5. This is not particularly hard, since I consider starship combat for T5 as rather undeveloped. Damage is well developed. Weapons, perhaps less so, perhaps not focused on the Big Three.
Are some weapons only allowed in military ships? I seem to remember that argument some time ago, and it seems to be a weak reason to forbid some weapons. I'm going to avoid it like the plague, and focus on other ways to favor the L-M-S mix.
For example, a set of mutually exclusive possibilities:
* Setting weapon TLs so that Laser turrets have a valid niche.
* Reaffirming that Sandcasters are valid "anti-beam" defenses.
* Make sure the Single Turret is effective? e.g. increase the DM or damage by +1 or +2. (And think about eliminating the quad turret).
* Limit the number of "special" weapons by TL. Not sure of the best way.
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