Which means to be useful your railgun must accelerate the projectile to 50,000km/s minimum - not even remotely possible even with the handwavium in game.
They only have a place at the table as a visual range weapon, or if you reduce the scale of starship combat.
If the upper limit of acceleration is six gees, that's probably viable.
Acceleration is limited by Compensation as per CT's High Guard.
Also Note both T5 and Mongoose up the limit to 9....
In 1000 s even a 1 G ship can have moved 5000 km in any direction apart from the existing velocity vector. Where do you aim? 5000 km ahead of the ship? 5000 km above the ship?
...Anything at visual range is dead. ...
We can predict where the current velocity vector will take the target, we cannot predict how the target will manoeuvre after we have fired out round or burst.That is exactly what the predict programs are for.
A shotgun with an effective range of 50 - 100 m and a muzzle velocity of 500 m/s have a lead time of 0.1 - 0.2 s, not giving the bird much time for manoeuvres. Yet it is still quite possible to miss.Your argument is like trying to use the old MK 1 eyeball to shoot at the target. I am sure you have noticed how effective shot guns are at bringing down geese, who can also maneuver. Or do you dispute that geese (ducks, birds in flight) can maneuver unpredictably?
This is perhaps a better analogy given computer assisted sights and manoeuvrability in the same order of magnitude as Traveller spacecraft. Current fighters seems to fire at roughly 0.5 - 2 km with a muzzle speed of 1000 m/s, giving a lead time of 0.5 - 2 s. Yet killing an enemy in a dogfight is far from trivial. According to some random internet source (https://defenseissues.net/2015/02/01/fighter-aircraft-gun-comparision/) a fighter generally carries ammo for 6 - 12 half second bursts, enough for one or perhaps two kills. That gives us a kill probability of perhaps 10 - 20% for each burst for a lead time of 0.5 - 2 s. Firing with a 1000 s lead time would get us ~0% kill probability.Or how modern fighter aircraft still have guns, and not just for ground support. Or do you dispute the unpredictability of opposing fighter aircraft?
MgT2 reaction drives can achieve 16 G at TL15, apparently without loss of comfort.FF&S goes to 9G as well - at TL 20Acceleration is limited by Compensation as per CT's High Guard.
Also Note both T5 and Mongoose up the limit to 9....
Certainly, yet neither the ship nor the bay will be 400 m long.Actually, it's not a house rule. You can, per CT, MT, TNE and MGT, install bays in sub-5K ships.
Only TNE goes into detail about this:You're the one insisting on change of the rules.
The rules of most editions merely specify the tonnage, not the shape, of the bay. And canonical designs don't all show 1.4x1x1 bay layouts, either.
FF&S, p112.A bay may be constructed to any size desired, although the most popular are the 50-ton (700 cubic meters) and 100-ton (1400 cubic meter) bays. A bay's dimensions are calculated as follows:
Each bay has a single long dimension and two shorter dimensions. The long dimension, in meters, is found by taking the bay's volume in cubic meters, extracting the cube root, multiplying by 1.4, and rounding to the nearest whole number.
1.4 × 3√VolDivide the bay's total volume in cubic meters by the long dimension, and extract the square root of this result, rounding to the nearest 0.5 meters. This is the approximate length of the bay's short dimensions. Multiply the long dimension by the short dimension to get the surface area of the bay in square meters.
HG'80, p30.Bay Weapons: Weapons may be mounted in bays, large areas near the skin of the ship's hull. Bays are available in 100-ton and 50-ton sizes (the size indicates the tonnage required) and must be installed during construction. The weaponry in bays is easily removed and replaced by other bay weaponry as the need arises.
...
Weapons bays cost Cr10.000 per ton; 100-ton bays cost MCr1; 50-ton bays cost MCr0.5. They need not be assigned any specified weaponry during construction.
Railguns might be problematic as anti-ship weapons, but they could be pretty effective anti-missile weapons.
The default range spinal mounted railgun is medium.
If weapon options is permitted, you could raise that to long.
Do you want to add them as a 'realistic' addition to the Traveller ship arsenal or do you want a cinematic Star Wars MgT treatment?Suppose we want to add rail guns to available armaments.
FF&S for TNE allows you to build mass drivers of any size you see fit, the limit is the effective range of the weapon due to the 'slow' projectile velocity compared with the movement capability of an evading target.If one wants to add it to Star (Space) weaponry, what stats? How much damage does it do? What is the range? Are there different sizes for different ship scales?
I would limit its range to 1000km with hefty penalties beyond this.Should it be limited to planetary range? Strictly a "surface" or Near Planetary Orbit weapon? If a "surface" weapon, what is the personal damage scale?
For which version of Traveller?And another thing, how do you scale a ship weapon like a ship's laser to a personal PC/NPC hit/damage roll?
Do you want to add them as a 'realistic' addition to the Traveller ship arsenal or do you want a cinematic Star Wars MgT treatment?
What I have asked for, at least twice now, is the potential stats of said weapon. What I have asked for is whether or not there are multiple sizes (turret only, or there also a bay version or only a bay version, or is there a spinal version or is there only a spinal version). What I have asked for is the range of said weapon.