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Missile Bays?

The difference between the systems does not bother me; if nothing ever changed, we would still have only Classic Traveller. The play-testers for every system must (at some point) have asked: how large is a missile? how much does it cost? how many fit in a turret?

In CT, I had to search through multiple sources for the answer to a question so basic that it should have been answered in Book 2 for a turret missile and Book 5 for a bay missile. Congratulations to MT for recognizing the benefit of answering basic game questions in the core rules. If someone playing T20 had to ask about turret and bay missiles on this site, then the T20 rules did not make it clear.

I just wanted T5 to address the matter for new players. Someone who buys T5 should not need to wait for T5:Striker or some Special Supplement to find this basic info. And they REALLY should not need to buy ANOTHER version of Traveller to get the answer.

In the end, we crusty old farts (with nothing better to do than argue the minutiae of the different rules) will argue no matter what T5 contains or does not contain - if we can’t debate real differences between the rules, we debate the subjective “realism” of the topic. If Traveller is to thrive, then we ancient few must occasionally look out for the new guys. ;)

{edit: after re-reading this post, i think that the start of the last year of my seventh term must have had a subtle psychological affect on me. perhaps i failed an aging roll.} :(
 
btw- the major difference between missiles and torpedos is missiles are fast with a small warhead relative to missile mass, torpedos are slower, with much larger warheads. a torpedo trades speed for punch. both are guided some way, waterborn torpedos are frequently wireguided before going actively self-guided. unguided missiles are called rockets. an unguided torpedo is called a miss. i would give a +2 at least to shoot down torpedos.
 
Thanks to everyone who responded :D to what was my first post. I THINK
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I have a better idea now of the size or at least how I will handle it
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In reference to...

There you have it, all torpedoes are 100 dTons (the smallest size able to mount a jump drive).

You can mount a Jump drive in less than 100Kt (If you bend the rules), but there is NO way in a .01 OR .05 tons missle; .02 is the smallest drive unit available (T20)...

Now 1Kt you could mount .02 worth of drive units, have the tender do a final program for navigation, connect the "Jump Torpedo" to the tender via super conductors and dump a bank of caps to power the torpedos jump drive (power is only needed to enter, not stay in jump space).

Humm... Something to think about. Why CAN'T you officially mount a jump drive in less than 100Kt?
Having the tender do the final programming gets around the problems with canned tapes...

TTF
 
Originally posted by TravTechFive:
In reference to...

There you have it, all torpedoes are 100 dTons (the smallest size able to mount a jump drive).

You can mount a Jump drive in less than 100Kt (If you bend the rules)...
Well, one sophont's bent is another's broken ;) but I do agree there is NO way a .01 OR .05 tons missle can be jump capable.

Originally posted by TravTechFive:

... 0.02 is the smallest drive unit available (T20)...
Except that the rules (T20) still require that a jump drive requires a minimum 100dton hull, which means the smallest jump drive unit allowable is 2, and that has to be mulitplied by the smallest jump drive size of 1dton so the smallest "Jump Drive" possible is 2dtons, and it has to be in a 100dton hull. So...

Originally posted by TravTechFive:
Now 1Kt you could mount .02 worth of drive units, have the tender do a final program for navigation, connect the "Jump Torpedo" to the tender via super conductors and dump a bank of caps to power the torpedos jump drive (power is only needed to enter, not stay in jump space).
...won't work. For the fuel part of the problem the definitive answer was way back in CT High Guard, and (I think) not clearly addressed in T20.

There it is stated that even with the energy to jump available from another source (black globe diverted energy) you still need the full fuel load to actually jump. It's not defined there exactly what the role of the fuel is, and there's endless debate on that, but you do need it at the time of the jump. And you'd also need a powerplant and fuel at least.

Originally posted by TravTechFive:
Humm... Something to think about. Why CAN'T you officially mount a jump drive in less than 100Kt?
Because Marc so writ the original rules*
Now UNofficially there's no reason you couldn't, but it'll totally change the nature of the game and introduce an avalanche of unintended consequences.

* and except for what I think is a mistake in TNE FF&S1 I don't think any edition has said otherwise
 
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