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Adding Weapons

Not that you need to adhere to the rules aw, here is some details provided by the rules.
Repulsor: Basic repulsor tech starts at TL10
Repulsors
Repulsors are based on focused gravitic field generation; the same systems that create the artificial gravity fields aboard
starships. They can be fitted in standard turrets and larger bay mounts. Their function is to deflect incoming missiles and
debris before impact with the hull. Repulsors could also be used to deflect kinetic-energy projectiles, artillery shells and
such like, if the vessel were in the unusual position of being the target for some. They have no effect on plasma, fusion,
particle or laser weapons, or relativistic objects.
Tractor: first shows up at TL16
Plasma: We know about the man portable stuff. It appears the science behind plasma weapons precludes it's use as ships weaponry. Their is mention of a plasma weapons for a fighter but it is specifically said that it is only good against ground units and vehicles. Perhaps it's just the science of heat and gasses dissipating, making it ineffective at the ranges that occur for ship combat.
Disruptor: Only mention I've seen is of a neural disruptor.

EDIT:
Starship Plasma Guns are detailed in MgT: Trillion Credit Squadron in the New Equipment Section on p.22.
I don't have that one.
 
Beam focusing is a much more difficult challenge with plasma than with light, especially in vacuum, making starship combat ranges very difficult for plasma.
 
I don't have MGT: Trillion Credit Squadron. What equipment is in there?


SPINAL MOUNT: Railgun w/ Extended Spinal Weapon Damage - TL9-12
Missile Pack - TL6
Plasma Gun: Turret - TL11
Plasma Gun: Barbette - TL11

EMP Torpedo - TL9
Plasma Torpedo - TL12 (As in, warhead cuts thru Armor; NOT the Star Trek Type)
Decoy Missiles - TL9
Fragmentation Missiles - TL8

Collapsible Fuel Tanks (Fuel Bladder) - TL8
Demountable Fuel Tanks - TL9
Medical Facilities - TL10
Underway Replenishment (UNREP) Equipment - TL8
Recreational Facilities - TL8
Fire Control Grid - TL11
Point Defense Network - TL12
 
Tractors are out but where do repulsors get mentioned?

Repulsors have actually been an inconsistent part of Traveller ship-components in rulesets past CT/MT.

T20 - Includes Repulsors similar to CT/MT.

TNE - In TNE, it is Tractors that become available at TL12, and Repulsors become available at TL16. Dual mode Manipulators are also available at TL16.

T4 - Repulsors are not mentioned. However, on the T4 CD, the HG to T4 Conversion PDF, rules are given for converting CT Repulsors to T4 statistics, and the effects that they have in combat. Furthermore, the revised T4-SSDS PDF has the statement "Tractor/Repulsors – Choose what strength you want, then find the system on the chart.", and then fails to provide said chart.

T5 - "Pressors" are mentioned in the context of TL-16 "Tractor/Pressors", which seem to fulfill the role of the TNE Manipulator.

MgT - As far as I can tell, MgT does not mention Repulsors or Pressors.
 
Repulsor: Basic repulsor tech starts at TL10
Quote:
Repulsors
Repulsors are based on focused gravitic field generation; the same systems that create the artificial gravity fields aboard starships. They can be fitted in standard turrets and larger bay mounts. Their function is to deflect incoming missiles and debris before impact with the hull. Repulsors could also be used to deflect kinetic-energy projectiles, artillery shells and such like, if the vessel were in the unusual position of being the target for some. They have no effect on plasma, fusion, particle or laser weapons, or relativistic objects.


What MgT Book and page # are you referencing?
 
Disruptor: Only mention I've seen is of a neural disruptor.

Starship Grade TL16-18 (Molecular) Disruptors are mentioned in T5:
DISRUPTOR
The Disruptor suppresses the charge on the electron. Chemical bonds break; compounds disintegrate. With the electron charge suppressed, atomic nuclei exhibit a positive charge and repel their neighbors, creating an expanding cloud of particles. The Disruptor is a relatively slow weapon. Focused on a target, it boils away armor layers over the course of minutes. Once out of the Disruptor beam’s influence, the electrons’ negative charge reasserts itself, creating a fine dust. Disruptors boil off armor in layers.

No mention of Molecular Disruptors in MgT, AFAIK.
 
MgT - As far as I can tell, MgT does not mention Repulsors or Pressors.
Mongoose Sector Fleet section on Starship Systems subcategory Defensive Systems
Repulsors
Repulsors are based on focused gravitic field generation; the same systems that create the artificial gravity fields aboard
starships. They can be fitted in standard turrets and larger bay mounts. Their function is to deflect incoming missiles and
debris before impact with the hull. Repulsors could also be used to deflect kinetic-energy projectiles, artillery shells and
such like, if the vessel were in the unusual position of being the target for some. They have no effect on plasma, fusion,
particle or laser weapons, or relativistic objects.
 
Mongoose Sector Fleet section on Starship Systems subcategory Defensive Systems

OK, I found the Repulsors reference on p.85 of Sector Fleet. Unfortunately, they still do not give any rules-tables for using them in starship combat (i.e. specific rules-effect in combat, range bands, cost, or the MgT TL for Repulsors [the TL-10 reference you gave is the standard TL for CT/MT, but may not be for MgT]).
 
That's because repulsers are not in MgT. They are in Sector Fleet because that book is virtually the same as Grand Fleet and the editor/playtesters haven't spotted that MgT does not include repulsers.
 
That's because repulsers are not in MgT. They are in Sector Fleet because that book is virtually the same as Grand Fleet and the editor/playtesters haven't spotted that MgT does not include repulsers.

Yet.

We are actively looking to future-proof books these days (you will see a lot of this with Mercenary 2).
 
We are actively looking to future-proof books these days (you will see a lot of this with Mercenary 2).

Matt, perhaps this is a :CoW:, but maybe you could start one or more threads (perhaps a thread per book or topic?) that you are currently proofing and utilize the CotI community to help you with identifying things that need attention (e.g. such as the repulsor omission noted above)?

You and Mark, etc., are obviously the ultimate arbiters of what will be canon in MgT, but I am sure there are many here who would be willing to note things that they feel have been overlooked or that need a second-look.
 
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Yet.

We are actively looking to future-proof books these days (you will see a lot of this with Mercenary 2).

Take a bit from Star Trek when you do get to Repulsors: have them be tl10, and tractors be a tl12 outgrowth. Though these would be starship-mounted ones; handheld ones would be TL15.
 
Take a bit from Star Trek when you do get to Repulsors: have them be tl10, and tractors be a tl12 outgrowth. Though these would be starship-mounted ones; handheld ones would be TL15.

Part of the issue has to be what role they are envisioned as fulfilling. Repulsors are reasonably low TL because they are a close-in defensive system. Tractors (in the sense of the Traveller Starship-Combat Weapons tables) are a weaponized version of a Tractor that can restrict another vessel's movement and agility at range (at least, that is my understanding and explains the normally high TL of the system). This would be different from a simple "Utility Tractor Beam", which might be the same TL as a repulsor, but which would really be only useful as an advanced version of a "tow-cable" for objects at Adjacent Range.
 
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