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Turret Missiles Revisted

snrdg082102

SOC-14 1K
Hello all,

A while back on both this forum and the Errata Compendium I started a discussion concerning the turret missile and the information that left questions between CT LBB 2 Starships, CT LBB 5 High Guard, CT Mayday, and CT Special Supplement 3 (SS3) Missiles.

One of the items pointed out was that SS3 indicated that a turret missile's propulsion system used either liquid or solid fuel and that the performance appeared to exceed known characteristics. I've been doing some digging and I may have a theory and a possible fix.

First off LBB 2 describes a turret missile as using a homing guidance with a mass and a cost in credits. The book does vaguely hint at the propulsion system but doesn't give an hint of the type of warhead the missile uses until LBB 5.

LBB 2 indicates that a turret missile seeks to attack a single target assigned by a gunner. The turret missile maneuvers until either it detonates on the target hull, is destroyed by anti-missile fire, or the designated target is destroyed by another missile or laser. The only drive mentioned is the Maneuver drive.

IIRC Mayday is also vague on the propulsion system and fuel type used. My guess is that the M-drive requires a power plant of some sort, which has a finite amount or charge to operate the system.

Maybe dropping the reference to solid and liquid fuel would help a little bit.
 
I aways thought that SS3 took missiles to the next level customization, but was not backward compatible to LBB2, LBB5 or Mayday as these were 'standard off the rack' :o missiles.

In other words if you had to have a space battle use the Missiles from your choice of LBB2, LBB5 or Mayday as they will work for a random encounter.

If your campaign revolves around space battles use SS3, gives you the variety that would be needed to surprise your opponent.

If your players want to design missiles for there ship let them do it but if they have a space battle every 6+ months in RT, I feel it would bee a wast of game time and lost productivity. Not to mention that the missile stats may disappear over time.
If space battles happen every to every other session the ability to get the type of missile you like becomes part of the PC goals at there next stop and all the role playing that goes with it. :devil:
 
Evening MCEvans,

Thanks for the reply.

I aways thought that SS3 took missiles to the next level customization, but was not backward compatible to LBB2, LBB5 or Mayday as these were 'standard off the rack' :o missiles.

In theory one is supposed to be able to design the standard craft designs detailed in LBB 2 and LBB 5. So far I have come closer using LBB 5 than I ever did using LBB 2.

SS3, IIRC I don't have the article handy, extends the rules found in LBB 2 while adding the ability to build missiles. I know with out looking up the information that a SS3 standard missile has a mass of 50 kg was is what LBB2 states as the standard.

Mayday, at least the copy available in FFE 005 Games 1-6+, also extends the rules of LBB2 and like Striker, provides a way to integrate with LBB 5. The standard Mayday missile doesn't list mass and the cost, IIRC, doesn't match LBB 2.

LBB 5 contribution to a missile is by indicating that the warhead can be either high explosive or nuclear. In MTU civilian vessels are restricted to using high explosive warheads. Para-military probably are equipped with high explosive for peace time operations, but have access the nukes. Naval units have both types of warheads and follow rules similar to what is used in the powers that have nuclear weapons today.

In other words if you had to have a space battle use the Missiles from your choice of LBB2, LBB5 or Mayday as they will work for a random encounter.

If your campaign revolves around space battles use SS3, gives you the variety that would be needed to surprise your opponent.

If your players want to design missiles for there ship let them do it but if they have a space battle every 6+ months in RT, I feel it would bee a wast of game time and lost productivity. Not to mention that the missile stats may disappear over time.
If space battles happen every to every other session the ability to get the type of missile you like becomes part of the PC goals at there next stop and all the role playing that goes with it. :devil:

You're right for most gaming sessions the basic rules in LBB 2 and LBB 5 are all that is needed for missile combat.

Again thanks for the reply.
 
Morning HG_B,

Okay. So won't work in a HG "universe".

HG is an expanded LBB 2 universe, unfortunately some of the expansion also makes building items like an APC or air/rafts impossible since by definition they are small craft because the volume is under 100 displacement tons.

Striker, to some extent anyway, allows one to build material for use over, on, and under the various feature of a planet.
 
Morning HG_B,



HG is an expanded LBB 2 universe, unfortunately some of the expansion also makes building items like an APC or air/rafts impossible since by definition they are small craft because the volume is under 100 displacement tons.

Striker, to some extent anyway, allows one to build material for use over, on, and under the various feature of a planet.


I had just forgotten what CT BK 2 had to say on that subject. I used Striker briefly when it was published but I need to crack it open again.
 
Morning (PDT) HG_B,

I had just forgotten what CT BK 2 had to say on that subject. I used Striker briefly when it was published but I need to crack it open again.

Once LBB 5 (High Guard) came out I pretty much forgot about LBB 2 Starships too. Then I tried figuring out SS3 which led to reviewing the information provided in LBB 2, LBB 5, and Mayday about turret missiles.

I'm still trying to get the hang of Striker's design sequence 1. I've got a better handle on the design sequences for the weapons, but the drones, helicopters, and aircraft I'm no where near to figuring out.
 
...I'm still trying to get the hang of Striker's design sequence 1. I've got a better handle on the design sequences for the weapons, but the drones, helicopters, and aircraft I'm no where near to figuring out.

Helicopters? Striker doesn't have a helicopter design sequence. It offers a few pre-built models in the Design Sequence Tables booklet, and you add what you want, being careful not to exceed the payload or volume limits.
 
Howdy Carlobrand,

First my apologies for taking so long to reply, I apparently missed the notification.

Helicopters? Striker doesn't have a helicopter design sequence. It offers a few pre-built models in the Design Sequence Tables booklet, and you add what you want, being careful not to exceed the payload or volume limits.

Striker Book 3 Design Sequence 12: Helicopters page 28:

"Helicopters are not designed from scratch like other aircraft. Instead, a helicopter design is chosen from the helicopter table."

From the above I feel that Striker does have a design sequence for helicopters. However, unlike the other vehicle design sequences helicopters omits the steps for selecting airframes, thrust agencies, controls, or avionics. The designer does get the options to select fuel capacity, crew accommodations, and weapons.

Thanks for the reply.
 
For me, if someone hands me a machine with the weight, speed, fuel load, and price already set, then tells me I can add on a few features so long as I don't exceed a certain weight limit, I don't really feel like I had much of a say in designing it.

But, okay, if you want to see it that way, is fine. Is whatever is floating of the boats! :D
 
Evening Carlobrand,

For me, if someone hands me a machine with the weight, speed, fuel load, and price already set, then tells me I can add on a few features so long as I don't exceed a certain weight limit, I don't really feel like I had much of a say in designing it.

The authors of the Striker Design system designated the step as a design sequence. Of course compared to the other equipment design sequences the one for the helicopter is the least flexible, however you can still add items that change the basic design.

But, okay, if you want to see it that way, is fine. Is whatever is floating of the boats! :D

Does submerging a submarine count as floating a boat or does one have to stay on the surface?;)
 
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