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Heavy Turrets and Barbettes

Agreed, there's always the APAWs for TL17+
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I was going to make a comment on the TL of Disintigrators last night, until the site did something wierd and crashed on me. Sigg beat me to the punch, they are listed in the CT chart as TL16. Personaly I prefer to use the TL chart in MT Refs Companion. More extensive and detailed, goes all the way to TL21 with personal white globes and disintigrator wands(?).

Still, It doesn't mean we can't have some kind of exerimental disintigrator toy at TL16 ;)
 
How about introducing the spinals at TL16 but with very short range; MT listed spinals, and the bays and barbettes, at TL17 and the turrets as per MT at TL18?
 
Originally posted by Larsen E. Whipsnade:
Mr. Oddra,

Superb work, sir! I immediately stol^^^ (ahem) 'downloaded' your charts into my TU.

If I may be so bold... Jeff Zeitlin is the webmaster of Freelance Traveller and absolutely loves this sort of stuff. He has an entire section titled 'Doing It My Way' and your work should be there.

Slap together an essay of sorts; a post on steroids call it, alnog with some desinger's notes and send the whole caboodle to Jeff. Believe me, he'll jump at the chance to host it.


Sincerely,
Larsen
Mr. Whipsnade,
thank you for your words of encouragement. I think I may try contacting Jeff to see if this is of any use over on his site.

Cheers.

Mike
 
Originally posted by Thomas Rux:
Evening Sigg Oddra,

Interesting design modification and unlike the esteemed Larsen E Whipsnade, following in the time honored tradition of sailors, I am acquiring your equipment list. Okay, I am stealing the list for MTU. :D


The following are specs for the TNE barbette and socket. FF&S (Mk 1, Mod 1) p. 12 column 2.

Barbette Hardpoint Socket:
Displacement: 6 tons
Price: MCr0.005
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> Type Displ. Vol. Dia. Height Surf. Area
Barbette 6 tons 84m^3 4.5m 5.25m 16m^2
</pre>
[/quote]Hello there Tom,
the TNE barbettes were one of the things I had in mind when I wrote this up. There's two ways to look at it, mount lots of normal lasers in the space provided by the barbette or have one really big laser fill it. Either way the effect is the same, a TL14+ factor 7 laser barbette which takes up 5 tons of the hull and requires 15 EP.

There are lots of other toys in TNE I would like to port across to T20 in order to design the ships of that game under T20 rules. Small ship spinal and parallel mounts etc.

I don't understand why T20 was happy to borrow the detonation laser but not these other weapon systems, it would make the transition from TNE and T4 to T20 much smoother, IMHO.
 
Glad to see others that are like minded. I've been bringing MT equipment over to T20 and I'm starting on TNE.

Also did multi-spinal mounts for an extra kick....

Anyhow. I like the Disintegrator-A specs.

Savage
 
Originally posted by Sigg Oddra:
How about introducing the spinals at TL16 but with very short range; MT listed spinals, and the bays and barbettes, at TL17 and the turrets as per MT at TL18?
Going on memory here but wasn't the nail mission in rebelion era to get parts for some DNs which had experimental disintigrators mounted ????
 
Originally posted by Captain Jonah:
</font><blockquote>quote:</font><hr />Originally posted by Sigg Oddra:
How about introducing the spinals at TL16 but with very short range; MT listed spinals, and the bays and barbettes, at TL17 and the turrets as per MT at TL18?
Going on memory here but wasn't the nail mission in rebelion era to get parts for some DNs which had experimental disintigrators mounted ???? </font>[/QUOTE]Yeah, MT has Spinal Disintegrators available at TL17 so the experimental version could be TL16.

Making it fit the MT volume, weight and power limits of the factor R Particle Accelerator it was supposed to be swapped for was a trick ;) I posted about that some time back but can't find it now.
 
Originally posted by Captain Jonah:
Going on memory here but wasn't the nail mission in rebelion era to get parts for some DNs which had experimental disintigrators mounted ????
You're right about the disintegrators
, they are mounted on TL13 Voroshilef class battleships ;)
 
Originally posted by Sigg Oddra:
</font><blockquote>quote:</font><hr />Originally posted by Captain Jonah:
Going on memory here but wasn't the nail mission in rebelion era to get parts for some DNs which had experimental disintigrators mounted ????
You're right about the disintegrators
, they are mounted on TL13 Voroshilef class battleships ;)
</font>[/QUOTE]Which also had the required upgrade to TL15 fusion power plants to energize the puppies. And somehow 5 of these ended up mothballed and awaiting their place on scrap row in the backwater sector of the Marches. But they are missing critical components that can only be found some 150 parsecs distant. According to the same 'faultless' record keeping that listed these gems as useless scrap
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What a kick for the PC's to struggle all that way only to find that the parts aren't there
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Then by the time they make it back, maybe having found an alternate source, the quarantine has been invoked and they have to deal with that
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Finally after they get the parts installed it becomes obvious why the parts were removed and the ships ordered destroyed, the darn things just don't work
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Well, I mean that's one way to play it out, if you're evil. Don't get me wrong, I think it was a great adventure seed.
 
Me, I'm going to probably reverse it to fit MT... since that's what I use.

I'd love to see 1,2,3,4, & 5 ton turret tables, for all weapons, and 10, 20, 50, 100, 200, and 500 ton bay tables, agqain for all the above, plus include the repuslor and tractor tables. I could probably work out the math myself, but damnation, I'm too lazy &/or busy.

Ah, to see how diversity has altered each edition.
 
Hey Sigg, if you want to experiment you can try my Type-K 1,000 ton frigate. PM me and we can hash out the details.
 
No kidding. The Fire, Fusion, and Steel 2 designers put a lot of time into the product, to the point that the errata is more of a supplement than just corrections.

My self-appointed task is to boil ship combat down to its basic essentials, then modularize the extras into manageable chunks. Primarily to understand the aspects of ship combat, but also I want a nice draft set of rules as a product.

Ah, another document you might like to see is the RPSCS -- Role-Playing Ship Combat System -- also made for T4, which (I believe) makes use of Bruce's sensor rules, too.

In fact, I ought to revisit the RPSCS, too.

If I could find it on the web, that is...

I suppose if it were really popular, there would be links to it... too bad about T4...

I'll have to bug Eris about it.
 
Speaking of large turrets...
Got to verify this when I get home tonight, but in GURPS Traveller this is a rough quote from the rules... I think...
"A weapon bay (50ton or 100ton) can be built internally (inside the hull of a ship), or externally (attached to the outside of the hull of a ship). If the bay weapon is built externally, it will require it's own armor value. (chart included) An exterior mounted weapon bay will in fact act as just one large turret!"

I think they wanted to get the "look and feel" of the main gun turrets on an Iowa Class battle ship...
 
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