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Size of turret weapons

My CT campaign got suspended for a while, but it has started back up again. The campaign log has been updated. Due to changes with the hosting of my web site, it is temporarily living at this location.

Now, my question: How much cargo space do you think a turret weapon (pulse laser, beam laser, sandcaster, or missile rack) would take up while being shipped. (Not including the turret.)
 
My CT campaign got suspended for a while, but it has started back up again. The campaign log has been updated. Due to changes with the hosting of my web site, it is temporarily living at this location.

Now, my question: How much cargo space do you think a turret weapon (pulse laser, beam laser, sandcaster, or missile rack) would take up while being shipped. (Not including the turret.)
 
Well, I'd start with what is in a turret?

CT (IMTU) a turret (the 1 ton) includes room for the weapons (0.5 tons) and a local control station for the gunner (0.5 tons). There is also a blister that caps all this and allows the weapons to track. An installed turret includes the blister. If the space is just reserved (i.e. an empty turret) then the blister is usually absent and the room in the turret (1 ton) is empty and could be used as a locker. Pop-turrets require an extra 1 ton within the hull immediate to the turret so the blister can be retracted within the hull.

So, next is the issue of the weapon type to be mounted. It could be a laser, missile or sandcaster. We are allowed up to three weapons in a turret so each weapon (IMTU) will take up about 1/6th of a ton (0.5 tons divided by three).

Of course the launchers (missile and sand) each include the volume of the ready ammunition magazine in that. So that could be further broken down if the idea is to hide or disguise it.

That's MTU, YMMV...
 
Well, I'd start with what is in a turret?

CT (IMTU) a turret (the 1 ton) includes room for the weapons (0.5 tons) and a local control station for the gunner (0.5 tons). There is also a blister that caps all this and allows the weapons to track. An installed turret includes the blister. If the space is just reserved (i.e. an empty turret) then the blister is usually absent and the room in the turret (1 ton) is empty and could be used as a locker. Pop-turrets require an extra 1 ton within the hull immediate to the turret so the blister can be retracted within the hull.

So, next is the issue of the weapon type to be mounted. It could be a laser, missile or sandcaster. We are allowed up to three weapons in a turret so each weapon (IMTU) will take up about 1/6th of a ton (0.5 tons divided by three).

Of course the launchers (missile and sand) each include the volume of the ready ammunition magazine in that. So that could be further broken down if the idea is to hide or disguise it.

That's MTU, YMMV...
 
As always, Dan 'The Man' Burns is spot on with this one. (Hi Dan!)

What's in the turret? A TL9 pulse laser? A TL15 particle accelerator? A TL13 missile launcher? It all depends.

CT and MT were pretty mum about volumes and weights. TNE's FFS1 let you calculate all that for every nut and bolt, if you had a mind too.

As for shipping, how times are weapon systems shipped singly? Wouldn't they normally be part of a big shipment? It's normally "Here's that 100dTons of laser turret installations you contracted to haul...", right?

Also, packaging is going to figure in your weight/volume guess - unless your PCs are hiding or disgusing it as Dan suggests.

Singly I'd wing it with 150%, so a one dTon weapon in it's container and everything would take up 1.5 dTons. If your shipping multiples; and you must likely will be unless you're smuggling, I'd go with 110%. So a shipment of 50 one dTon weapons would take up 55 dTons.

Smuggling is another question entirely. How many separate parts do you want to disassemble it into? Major components or nuts and bolts?

Really, it's all up to you.


Have fun,
Bill
 
As always, Dan 'The Man' Burns is spot on with this one. (Hi Dan!)

What's in the turret? A TL9 pulse laser? A TL15 particle accelerator? A TL13 missile launcher? It all depends.

CT and MT were pretty mum about volumes and weights. TNE's FFS1 let you calculate all that for every nut and bolt, if you had a mind too.

As for shipping, how times are weapon systems shipped singly? Wouldn't they normally be part of a big shipment? It's normally "Here's that 100dTons of laser turret installations you contracted to haul...", right?

Also, packaging is going to figure in your weight/volume guess - unless your PCs are hiding or disgusing it as Dan suggests.

Singly I'd wing it with 150%, so a one dTon weapon in it's container and everything would take up 1.5 dTons. If your shipping multiples; and you must likely will be unless you're smuggling, I'd go with 110%. So a shipment of 50 one dTon weapons would take up 55 dTons.

Smuggling is another question entirely. How many separate parts do you want to disassemble it into? Major components or nuts and bolts?

Really, it's all up to you.


Have fun,
Bill
 
I've a slightly different take.
(kl = cubic meter. Dton =14 kl)
Control seat: 3 kl
Each Weapon 3 kl, for 9 there
space for additional 27 1x0.1m missiles = 0.27 kl
1 cumet rotational/extension gear
this puts room for .73 kl additional space.

Now, the cans would be 14 kl each when shipped.

Can sides and caps, however, could be a mere 1kl each can, if not assembled, plus the seats and panels could be double-loaded, halving the volume. of those.
The weapons are not terribly compactable. Nor is the rotation gear.
That gives us for empty turrets, 1+1.5+1 3.5 KL each, or 4 to the ton. Crated turret weapons would be 4 to the ton, or 17 per 4 Td "Heavy Crate".

That is all based upon MTU. Now, in striker, 1 turret weapon is 1.25Td... so go figure...
 
I've a slightly different take.
(kl = cubic meter. Dton =14 kl)
Control seat: 3 kl
Each Weapon 3 kl, for 9 there
space for additional 27 1x0.1m missiles = 0.27 kl
1 cumet rotational/extension gear
this puts room for .73 kl additional space.

Now, the cans would be 14 kl each when shipped.

Can sides and caps, however, could be a mere 1kl each can, if not assembled, plus the seats and panels could be double-loaded, halving the volume. of those.
The weapons are not terribly compactable. Nor is the rotation gear.
That gives us for empty turrets, 1+1.5+1 3.5 KL each, or 4 to the ton. Crated turret weapons would be 4 to the ton, or 17 per 4 Td "Heavy Crate".

That is all based upon MTU. Now, in striker, 1 turret weapon is 1.25Td... so go figure...
 
Originally posted by Larsen E. Whipsnade:
As always, Dan 'The Man' Burns is spot on with this one. (Hi Dan!)
Hey, post enough times and somebody will think you hit the mark once or twice ;) (Evening Bill!)

Good call on the packing peanuts and cratage. I was thinking more just the guts and forgot that angle.
 
Originally posted by Larsen E. Whipsnade:
As always, Dan 'The Man' Burns is spot on with this one. (Hi Dan!)
Hey, post enough times and somebody will think you hit the mark once or twice ;) (Evening Bill!)

Good call on the packing peanuts and cratage. I was thinking more just the guts and forgot that angle.
 
As usual, thanks for the great responses!

Yeah, it's unusual to be carrying individual units, but that's the current situation in my campaign. (They just need to get two weapons from the point-of-purchase to the ship.)

So, perhaps a quarter dton for a single, crated laser. That fits with both far-trader's 1/6th dton + Larsen's +50% packing materials and Aramis' 4 units per dton. A sandcaster or missile rack could be less depending on how much pre-assembly has been done.
 
As usual, thanks for the great responses!

Yeah, it's unusual to be carrying individual units, but that's the current situation in my campaign. (They just need to get two weapons from the point-of-purchase to the ship.)

So, perhaps a quarter dton for a single, crated laser. That fits with both far-trader's 1/6th dton + Larsen's +50% packing materials and Aramis' 4 units per dton. A sandcaster or missile rack could be less depending on how much pre-assembly has been done.
 
You're quite welcome, always happy to use any question as an excuse to blather on about something no one can call me on ;)

So, barring the possibility that your players haunt this board and you don't want to spill anything, did these weapons just happen to fall of the back of an Air/Raft ;) ;)

Soooo many fun (read evil, er Evil) ideas...
 
You're quite welcome, always happy to use any question as an excuse to blather on about something no one can call me on ;)

So, barring the possibility that your players haunt this board and you don't want to spill anything, did these weapons just happen to fall of the back of an Air/Raft ;) ;)

Soooo many fun (read evil, er Evil) ideas...
 
Originally posted by far-trader:
So, barring the possibility that your players haunt this board and you don't want to spill anything, did these weapons just happen to fall of the back of an Air/Raft ;) ;)
At least one of the group has lurked here before.

They happened upon an estate sale of a deceased very wealthy businessman/venture capitalist/&c. It seems like one of just about everything is for sale there.

The PCs have already been informed that this guy wasn't licensed by the local government to be trading in ship weapons. So, getting the weapons from his private island to their unstreamlined ship may prove interesting.

Soooo many fun (read evil, er Evil) ideas...
No comment.
file_23.gif
 
Originally posted by far-trader:
So, barring the possibility that your players haunt this board and you don't want to spill anything, did these weapons just happen to fall of the back of an Air/Raft ;) ;)
At least one of the group has lurked here before.

They happened upon an estate sale of a deceased very wealthy businessman/venture capitalist/&c. It seems like one of just about everything is for sale there.

The PCs have already been informed that this guy wasn't licensed by the local government to be trading in ship weapons. So, getting the weapons from his private island to their unstreamlined ship may prove interesting.

Soooo many fun (read evil, er Evil) ideas...
No comment.
file_23.gif
 
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