Opening two sentences of 'Batteries', book 5 pg 29.
Ships with more than one weapon mount of a type may group them into batteries. Ships with more than ten mounts of the same weapon must group them into batteries.
As already noted the sentences immediatly following regarding turrents are 'fuzzy' and[/therefore IMO are guidlines not requirements.
Hey Matt. I agree that the text could be tighter, but I think that it's a
rule not a suggestion:
Ships with more than one weapon mount of a type may group them into batteries. Ships with more than ten mounts of the same type must group them into batteries. A battery may be as few as one turret, or as many as ten, but all batteries of the same type of weapon must have the same weapon code (USP factor). Each bay weapon is automatically a battery. The spinal mount of a ship (if it has one) is a single battery. On ships 1000 tons and under, mixed turrets (weapons of different types in the same turret) are allowed; in such cases, each weapon is a battery.
Let's break this down by sentence:
1. "Ships with more than one weapon mount of a type may group them into batteries." This seems to imply that "batteries" are optional. However, the following sentence makes it clear that what's optional is grouping multiple turrets or mounts into batteries.
2. "A battery may be as few as one turret, or as many as ten, but all batteries of the same type of weapon must have the same weapon code (USP factor)." This sentence -- and the fact that the
only way for a weapon to fire in HG is by battery -- makes it clear that batteries are not optional and that they ordinarily range from 1-10 turrets. What
is optional is grouping more than one turret into a battery.
In other words, the term "battery" just means:
--1 to 10 turrets/mounts mounting the same weapon
--individual weapons in mixed turrets on 1000 ton or smaller craft
--individual weapons bays
--individual spinal mounts
Every weapon is organized into a battery.
Which means the following options are fine;
Fighter (TL15) carrying 2 #5 Fusion guns
Fighter (TL15) carrying 1 #5 Fusion gun & 1 #3 sandcaster
Fighter (TL15) carrying 1 #5 Fusion gun & 1 #2 Pulse laser (1 gunner required)
Fighter (TL15) carrying 1 #2 Missile, 1 #2 Pulse, 1 #3 sand (1 gunner required)
1000tn craft (30 mounts) (TL11) carrying
1 #4 missiles (12 mounts, must be a battery), 2 #3 sand (6 mounts, battery chosen but optional), 6#1 beam (6 mounts, battery not chosen but possible) & 4#1 Plasma (4 mounts, in the same duel turret & taking the space of 6 mounts) for a total of 30 mounts (equivalent). The down side of this is the gunnery crew requirement which is not turret based but is "at least one per battery" making this 1000tn craft field a gunnery crew complement of 13. I don't use book 2, so that interpretation may be different.
If anyone has a contrary view, please speak up sooner rather than later as my entry in Jeff's HG tourny includes a design with single weapon batteries and if you are correct I may have to gracefully bow out (& review my last 20 years of assumptions!).
The small craftr all look legal to me. However, per my previous post, a fighter mounting 2 Fusion Guns will have 1 battery (and will look exactly like a fighter mounting 1 Fusion Gun).
I'd also note that the use of Book 2 crew rules for ships of 1000 tons or less is not optional:
If the ship is 1,000 tons or under, then the rules stated in Book 2 should be followed. For
ships over 1,000 tons, the rules given below govern.
Note also that HG speaks exclusively in terms of
batteries when it comes to combat:
A. All batteries which will fire against that ship must be stated.
B. Dice are rolled for each battery to determine if it scored a hit.
C. For each battery that achieved a hit, dice are rolled to determine if it penetrated
the defensive fire of the target. Each battery fired by the target ship as
defense may not be fired again in the turn.
D. Dice are rolled to determine if the passive defenses of the target ship are penetrated.
E. If the battery has hit and then penetrated all defenses, then damage inflicted
is determined.
...
Each battery is allowed one roll on one or more damage tables, depending on weapon type.
No mention of individual weapons firing, although occasionally, weapon types are mentioned alone. However, the rules describing combat mechanics clearly require that fire is by
battery, not individual weapon.
The 1000 ton ship is not legal IMHO, at least as it appears currently organized.
HG uses the term "mount" interchangeably with "turret". And a battery is 1 to 10 turrets, not 1 to 30 "weapons".
The only way an individual weapon can be a battery is for it to be in a mixed turret on a 1000 ton- ship. There is no procedure for several individual weapons to be grouped into batteries, other than being grouped by turret into batteries So your ship must organize weapons into batteries by turret, not by weapon. Your 6 beam lasers can only form six factor-1 batteries if they were mounted in six single turrets. Assuming the ship has triple turrets, then only two configurations are possible -- one factor-4 battery or two factor-3 batteries.
You *could* get around this by mixing the lasers with other weapons. Say, three triple turrets each with 2 lasers and 1 missile. In that case, you'd have six factor-1 lasers and three factor-1 missiles. This exploits the rule that in mixed turrets, each
weapon is a single battery.
Hope this helps.