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Military-related CT questions

Golan2072

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I'm currently researching the TO&E of a Marine regiment (the ground section of a Planetary Assault Group). Questions raised to my mind by re-reading Book 4 include:

1) The Artillert Table on Book 4, p.49 lists crew requirements for energy weapons in a "5/3/1" format. Does that mean that on the TL of the weapon's introduction, 5 crewmembers are needed, on the next level, 3 crewmembers are needed, and 2 TLs after it's introduction, only one gunner is required?

2) What weapon should a TL12 Marine G-Carrier carry? Type-A Plasma Cannon or a VRF Gauss gun?

3) TL12 Marine light artillery support (which, IMHO, should be Light MRLs) - what vehicle do you think carries the launcher around? Air/Rafts? G-Carriers? Speeders? AFVs?

4) Loading times for MRLs; the ROF noted on the Artillery Table is the maximum number of tubes that could be fired in a combat round - but how long does it take to reload the tubes? Could an auto-loaded be used (again, speaking of a TL12 force), and if yes, how long will it take it to reload all 100 tubes?

5) How are artillery and vehicle crews organized? Is each vehicle considered a "fireteam" or a "squad"?

6) Tac Missiles are menioned in Book 4, and it says that "they are described elsewhere" - but where are the CT stats for them? (mind you, I don't have Striker)

7) Is the RAM grenade adapter on most Book 4 rifles a modern underbarrel launcher (such as the M-203), or a WW2-era "rifle grenade" adapter? Is there any rule-wse difference between these two types of weapons?

8) Laser-based artillery weapons are mentioned, but no stats are given; how do you think they should be treated?

9) Given the fact that IMTU, most TL12 Marines are armed with Gauss Rifles, which weapon should be used for sniper purposes? Laser Rifle?
 
I'm currently researching the TO&E of a Marine regiment (the ground section of a Planetary Assault Group). Questions raised to my mind by re-reading Book 4 include:

1) The Artillert Table on Book 4, p.49 lists crew requirements for energy weapons in a "5/3/1" format. Does that mean that on the TL of the weapon's introduction, 5 crewmembers are needed, on the next level, 3 crewmembers are needed, and 2 TLs after it's introduction, only one gunner is required?

2) What weapon should a TL12 Marine G-Carrier carry? Type-A Plasma Cannon or a VRF Gauss gun?

3) TL12 Marine light artillery support (which, IMHO, should be Light MRLs) - what vehicle do you think carries the launcher around? Air/Rafts? G-Carriers? Speeders? AFVs?

4) Loading times for MRLs; the ROF noted on the Artillery Table is the maximum number of tubes that could be fired in a combat round - but how long does it take to reload the tubes? Could an auto-loaded be used (again, speaking of a TL12 force), and if yes, how long will it take it to reload all 100 tubes?

5) How are artillery and vehicle crews organized? Is each vehicle considered a "fireteam" or a "squad"?

6) Tac Missiles are menioned in Book 4, and it says that "they are described elsewhere" - but where are the CT stats for them? (mind you, I don't have Striker)

7) Is the RAM grenade adapter on most Book 4 rifles a modern underbarrel launcher (such as the M-203), or a WW2-era "rifle grenade" adapter? Is there any rule-wse difference between these two types of weapons?

8) Laser-based artillery weapons are mentioned, but no stats are given; how do you think they should be treated?

9) Given the fact that IMTU, most TL12 Marines are armed with Gauss Rifles, which weapon should be used for sniper purposes? Laser Rifle?
 
1) High-energy weapon crew: That's the way I've always interpreted it, yes.

2) What weapon should a TL12 Marine G-Carrier carry? Type-A Plasma Cannon or a VRF Gauss gun?

Your choice. Personally, I've had the line vehicles carry the A gun and used the VRF Gauss on the platoon command vehicle for point-defense work.

3) TL12 Marine light artillery support: light artillery should have some armor protection, at least enough to prevent shrapnel hits. Lighter vehicles might be used for platoon support weapons.

4) Loading times for MRLs: One suggestion, use the mortar reload rate per tube. Autoloaders would reload the entire rack, with higher tech levels allowing individual tubes to be reloaded at need.

5) How are artillery and vehicle crews organized?
Given that a platoon is 3 to 5 vehicles, crews are a single team squad. Larger crews would have multiple teams.

6) Tac Missiles are menioned in Book 4, and it says that "they are described elsewhere" - but where are the CT stats for them? (mind you, I don't have Striker)
There aren't any. The "elsewhere" presumably refers to the support weapons overview (page 44 in my edition). You'll have to build these. One idea, use the range modifiers for a RAM autolauncher but reverse them: med. +1, long and vlong +6.

7) RAM grenade adapter:
The ACR and Gauss rifles carry a distinct launcher similar to WW2 weapons with the addition that the grenade is described as "shoot through" so the weapon may be fired normally with a grenade attached.
Traditional rifle grenades are clumsy, short-ranged and innaccurate. Underbarrel launchers are superior in many ways but are limited in warhead size.

8) Lasers? Lasers are just light. Use a "real" gun. (sorry, I couldn't resist) ;)
No ideas here except increasing damage, accuracy and ROF.

9) Given the fact that IMTU, most TL12 Marines are armed with Gauss Rifles, which weapon should be used for sniper purposes? Laser Rifle?

You might consider designing a gauss sniper rifle; low rate of fire, superior range. Somehow the laser rifle never seemed to "fit" for me as a battlefield weapon.

None of these ideas are canon and none of them agree with the Striker rules. They're just some quick and dirty ideas for tinkering with Book 4.
Hope this helps.
 
1) High-energy weapon crew: That's the way I've always interpreted it, yes.

2) What weapon should a TL12 Marine G-Carrier carry? Type-A Plasma Cannon or a VRF Gauss gun?

Your choice. Personally, I've had the line vehicles carry the A gun and used the VRF Gauss on the platoon command vehicle for point-defense work.

3) TL12 Marine light artillery support: light artillery should have some armor protection, at least enough to prevent shrapnel hits. Lighter vehicles might be used for platoon support weapons.

4) Loading times for MRLs: One suggestion, use the mortar reload rate per tube. Autoloaders would reload the entire rack, with higher tech levels allowing individual tubes to be reloaded at need.

5) How are artillery and vehicle crews organized?
Given that a platoon is 3 to 5 vehicles, crews are a single team squad. Larger crews would have multiple teams.

6) Tac Missiles are menioned in Book 4, and it says that "they are described elsewhere" - but where are the CT stats for them? (mind you, I don't have Striker)
There aren't any. The "elsewhere" presumably refers to the support weapons overview (page 44 in my edition). You'll have to build these. One idea, use the range modifiers for a RAM autolauncher but reverse them: med. +1, long and vlong +6.

7) RAM grenade adapter:
The ACR and Gauss rifles carry a distinct launcher similar to WW2 weapons with the addition that the grenade is described as "shoot through" so the weapon may be fired normally with a grenade attached.
Traditional rifle grenades are clumsy, short-ranged and innaccurate. Underbarrel launchers are superior in many ways but are limited in warhead size.

8) Lasers? Lasers are just light. Use a "real" gun. (sorry, I couldn't resist) ;)
No ideas here except increasing damage, accuracy and ROF.

9) Given the fact that IMTU, most TL12 Marines are armed with Gauss Rifles, which weapon should be used for sniper purposes? Laser Rifle?

You might consider designing a gauss sniper rifle; low rate of fire, superior range. Somehow the laser rifle never seemed to "fit" for me as a battlefield weapon.

None of these ideas are canon and none of them agree with the Striker rules. They're just some quick and dirty ideas for tinkering with Book 4.
Hope this helps.
 
Originally posted by Piper:
9) Given the fact that IMTU, most TL12 Marines are armed with Gauss Rifles, which weapon should be used for sniper purposes? Laser Rifle?

You might consider designing a gauss sniper rifle; low rate of fire, superior range. Somehow the laser rifle never seemed to "fit" for me as a battlefield weapon.
Hmmm... when I wrote this question, I forgot about the LAG... but still, a gauss sniper weapon would probably be better
 
Originally posted by Piper:
9) Given the fact that IMTU, most TL12 Marines are armed with Gauss Rifles, which weapon should be used for sniper purposes? Laser Rifle?

You might consider designing a gauss sniper rifle; low rate of fire, superior range. Somehow the laser rifle never seemed to "fit" for me as a battlefield weapon.
Hmmm... when I wrote this question, I forgot about the LAG... but still, a gauss sniper weapon would probably be better
 
Expanding a bit on Piper's reply:

"2) What weapon should a TL12 Marine G-Carrier carry? Type-A Plasma Cannon or a VRF Gauss gun?"

I don't recall if gatling guns are covered in Book 4 (I know they're in Striker) but consider mounting one co-axially with the Type-A main armament for anti-personnel use. Piper's suggestion of mixing in some VRF gauss-equipped vehicles for point-defense is a good one, but PD systems aren't covered in book 4 if memory serves.

"5) How are artillery and vehicle crews organized? Is each vehicle considered a "fireteam" or a "squad"? "

For tank and self-propelled artillery, yes, each vehicle is considered to be a squad (infantry personnel carrier / fighting vehicle crews are considered part of the squad that they carry). Traditionally, 3-5 tanks comprises a platoon, with 3-5 platoons making a company (the CO and XO each have their own tanks which are not part of any platoon). Artillery is organized into (I think) sections and batteries.

"9) Given the fact that IMTU, most TL12 Marines are armed with Gauss Rifles, which weapon should be used for sniper purposes? Laser Rifle?"

You could adopt an idea from the Sten books by Alan Cole and Chris Bunch: sniper gauss weapons have a modified accellerator that impart a degree of spin to a spherical projectile which can cause it to change direction during flight, like a curve ball in American baseball. This gives you a limited "shoot around corners" capability. No, I have no idea if this would work in reality, but it's a cool SF concept.


I suggest you take a look at the Consolidated Equipment List compiled by Peter (can't recall his last name) located at here. He's gone through many of the published products and compiled the available stats. I know that many of the Striker weapons are in there (at least the basic weapons, not the ones you have to design like tac missles).

Striker covers this area so thoroughly that if you're going to do a campaign with a heavy military focus, I strongly suggest you pick up a copy (either directly or via the reprints volume).

A final note, if you'd like some tac missle designs, I have a few floating around that I can dig up. They're done with Striker but could be fudged into basic CT without too much trouble.

- John
 
Expanding a bit on Piper's reply:

"2) What weapon should a TL12 Marine G-Carrier carry? Type-A Plasma Cannon or a VRF Gauss gun?"

I don't recall if gatling guns are covered in Book 4 (I know they're in Striker) but consider mounting one co-axially with the Type-A main armament for anti-personnel use. Piper's suggestion of mixing in some VRF gauss-equipped vehicles for point-defense is a good one, but PD systems aren't covered in book 4 if memory serves.

"5) How are artillery and vehicle crews organized? Is each vehicle considered a "fireteam" or a "squad"? "

For tank and self-propelled artillery, yes, each vehicle is considered to be a squad (infantry personnel carrier / fighting vehicle crews are considered part of the squad that they carry). Traditionally, 3-5 tanks comprises a platoon, with 3-5 platoons making a company (the CO and XO each have their own tanks which are not part of any platoon). Artillery is organized into (I think) sections and batteries.

"9) Given the fact that IMTU, most TL12 Marines are armed with Gauss Rifles, which weapon should be used for sniper purposes? Laser Rifle?"

You could adopt an idea from the Sten books by Alan Cole and Chris Bunch: sniper gauss weapons have a modified accellerator that impart a degree of spin to a spherical projectile which can cause it to change direction during flight, like a curve ball in American baseball. This gives you a limited "shoot around corners" capability. No, I have no idea if this would work in reality, but it's a cool SF concept.


I suggest you take a look at the Consolidated Equipment List compiled by Peter (can't recall his last name) located at here. He's gone through many of the published products and compiled the available stats. I know that many of the Striker weapons are in there (at least the basic weapons, not the ones you have to design like tac missles).

Striker covers this area so thoroughly that if you're going to do a campaign with a heavy military focus, I strongly suggest you pick up a copy (either directly or via the reprints volume).

A final note, if you'd like some tac missle designs, I have a few floating around that I can dig up. They're done with Striker but could be fudged into basic CT without too much trouble.

- John
 
That's Peter Vernon.

BTW, Striker Tac Missiles work beautifully in MT, by looking for the installed warhead's Damage on the MT Refs Manual tables for the guns. (THose tables are adaptations of the striker tables!)
 
That's Peter Vernon.

BTW, Striker Tac Missiles work beautifully in MT, by looking for the installed warhead's Damage on the MT Refs Manual tables for the guns. (THose tables are adaptations of the striker tables!)
 
There is a JTAS article about Imperial Marine task Group .. look at that or look at the current To&E for the RM or USMC
Spiff
 
There is a JTAS article about Imperial Marine task Group .. look at that or look at the current To&E for the RM or USMC
Spiff
 
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