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Magazines and Ordnance in high guard

AndreaV

SOC-13
Rates of Fire and ready rounds
Missiles and sand canisters are expendable ordinance and their storage and use must be tracked. Each missile or sand launcher fires one round per turn and has three rounds ready to fire. Additional rounds may be stored in a magazine. Bay batteries have one launcher per two tons. Bay and turret missiles are not interchangeable.

Magazines
One ton of magazines can hold either: 10 bay missiles, 20 turret missiles or 50 sand canisters. Magazines may be either fixed or modular. A fixed magazine cost Cr 50,000 per ton and their ordinance load is set at design time and may not be altered without a refit. Modular magazines cost Cr 100,000 per ton and their ordinance load may be altered at will.

Reloading magazines
Magazines may be reloaded at any naval base. Alternately, additional rounds may be transferred from another vessel's magazines. It requires one turn to transfer rounds between two ship's magazines during which time the vessels must remain docked (treat as agility 0 and any interior explosion will destroy both ships.) Carried craft may be recovered by their parent vessel and reloaded from its magazines. In addition rounds may be freely transferred between magazines and batteries within a ship.

Ordinance as cargo
Missiles and sand canisters may also be transported as cargo. One ton of cargo can hold either: 25 bay missiles, 50 turret missiles or 125 sand canisters. Under normal circumstances ordinance carried as cargo may not be used to reload magazines in combat (at referee's discretion.) Additionally any vessel carrying ordinance as cargo must roll 2D when suffering any interior explosion. On a roll of 2 the ship is destroyed.

Orbital bombardment
No vessel without at least six rounds fire of orbital bombardment missiles may count its missile factor towards planetary surrender. Orbital bombardment missiles play no role in space combat. Vessels may rearm with bombardment missiles after the system is secure.

Ordinance costs
Ordinance expended in battle must be purchased separately from routine maintenance. For simplicity it may be assumed that navies have adequate stocks of ordinance on hand and thus only need to purchase replacements after combat. Likewise, a naval vessel's 10% routine maintenance costs include a modest allowance for peacetime live fire training. Adventurers on the other hand must pre-purchase all ordinance.

Sand canister: Cr 400
Conventional turret missile: Cr 5,000
Orbital bombardment turret missile: Cr 2,000
TL12 or less Nuclear turret missile: Cr 25,000
TL13 or greater Nuclear turret missile: Cr 100,000
Conventional bay missile: Cr 20,000
Orbital bombardment bay missile: Cr 4,000
TL12 or less Nuclear bay missile: Cr 40,000
TL13 or greater Nuclear bay missile: Cr 120,000
 
Tip, learn to spell ordnance, throwing legal documents at each other isn't going to do much damage ;P :)

Ok, I suppose it depends on the statutes...

On a more serious note - have you tried keeping track of missile and sand caster reloads in a HG battle? Is it worth the additional bookkeeping effort?
 
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Tip, learn to spell ordnance, throwing legal documents at each other isn't going to do much damage ;P :)

Ok, I suppose it depends on the statutes...

On a more serious note - have you tried keeping track of missile and sand caster reloads in a HG battle? Is it worth the additional bookkeeping effort?

A) Dyslexic
B) Yes I have, and given that most players tend to throw them around liike so much confetti, I'd say yes it is. All you need to do is to total the number of battery rounds on a ship and mark them off as used.
 
How many missiles are fired in a single shot from 50 and 100 dTon missile bays?

25 from a 50T and 50 from a 100T (1 launcher per 2 tons), but the missiles are twice the size of a turret missile and considerably more expensive (the extra represents better guidance and penetration aids to give the higher factor)
 
What is the difference between a ordinary missile and orbital bombardment missile? CT missiles are 1m*15cm diameter, which realistically would be 22500cc's for storage so (14000000/22500=622) is 622 missiles a dton (if a dton is 14m^3). That is a lot, wow.
 
Don't forget, those missiles need packaging when they're carried as cargo, so 600+ is more than a bit high...

Also, I'd imagine warheads and propulsion systems would be seperated.
 
Special Supplement 3 describes them as that is their dimension packed in a tube, if one does the calc for a cylinder, eg pi*r^2*h, it comes in at way less than 22500, more around 17600 off the top of my head, ok I'll calc it: 17671cc's, so plugging that into 14m^3: or 792 missiles. I would think that a magazine on a starship would be packed to the ceiling as well, if just for stability such as if the grav plates shut off.
 
Special Supplement 3 describes them as that is their dimension packed in a tube, if one does the calc for a cylinder, eg pi*r^2*h, it comes in at way less than 22500, more around 17600 off the top of my head, ok I'll calc it: 17671cc's, so plugging that into 14m^3: or 792 missiles. I would think that a magazine on a starship would be packed to the ceiling as well, if just for stability such as if the grav plates shut off.

You also need a somewhat substantial investment in moving the missiles from magazine to launcher. Most of the space in a magazine is taken up with that.
 
I like the idea. I've complained in many psots about this unlimited and free missile use in HG, that makes the missile bays the queen of battle even for raider ships working far from their supply bases.

Anyway I have some questions:

Would a missile turret hold only one missile per launcher, or would it have a small integral magazine? Same for bays.

Can you please tell me where is told that turret and bay missiles are not the same? I've readed about it in several posts, but I could never find the source. In MT, where missiles are counted, they seem to be the same, the bays just firing larger volleys.

Reloading magazines
(...) Alternately, additional rounds may be transferred from another vessel's magazines. It requires one turn to transfer rounds between two ship's magazines during which time the vessels must remain docked (treat as agility 0 and any interior explosion will destroy both ships.)

- How does that docking among ships affect the screens?

- Any interior explosion destroys the two ships, without need to roll in the table?

Carried craft may be recovered by their parent vessel and reloaded from its magazines. In addition rounds may be freely transferred between magazines and batteries within a ship.

How long will it take for a missile armed fighter to be reloaded? This detail may (IMHO) be very important if the battle is long and the fighters begin to run out of missiles.

I'd suggest it being dependant on crew assigned to this task (either personnel or robots), though that will require to enlarge your flight maintenance crew if you rely on missile armed fighters...
 
Tip, learn to spell ordnance, throwing legal documents at each other isn't going to do much damage ;P :)

Perhaps they will not damage the ship too much, but enemy's morale is another legitimate target...:rofl:
 
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You also need a somewhat substantial investment in moving the missiles from magazine to launcher. Most of the space in a magazine is taken up with that.

Just trying to show you the actual numbers. IIRC on small ships, the loader is human (the operator).
 
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