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Turrets

snrdg082102

SOC-14 1K
Morning all,

Per CT Book 2 HG2 hulls <=1,000 tons or less than 10 turrets can have mixed weaponry in a double/dual or triple turret.

1. Can mixed and unmixed turrets be fitted on a single hull?

As an example a 400-ton hull has four hardpoints available two of which have a triple laser turret and the other two have two missile racks and a sandcaster.

2. I'm still not clear, even after years of bring the subject up, why would two lasers in a mixed triple mount be treated as two single weapons when determining the USP code rating and not combined in the same was as toe lasers in a double/dual turret. In both turrets the two lasers are going to be pointed at the same target when fired.

I can go along with the rule on HG2 page 29 that in a mixed triple turret with one laser, one missile rack, and on sandcaster that each weapon is a battery of one since there is only one weapon of each type. Removing the missile rack and installing a second laser puts two of the same type of weapon in a single turret which, per HG2 pages 30-31, would add up to two producing the appropriate USP code rating for the type of laser installed.

If I can get an answer as to why two weapons of the same type in a mixed turret count as single weapons and not combined that makes sense I'll be inquiring every so often, which I apologize for. I'm not trying to be annoying I'm just trying to get my mind, what little I have anyway, around the rule.

3. Can a double/dual Energy Weapon turret have mixed weapons?
 
100% game mechanics reasons.

High guard is a simplification that allows for massed attacks to be resolved in a few simple rolls of the dice.
Why can't I have a missile turret and a missile bay on a 1100 dTon ship? - it is just part of the rules simplification.
How can 1 gunner in 1 turret fire a laser, a missile and a sand canister at three different targets? - it is just part of the rules simplification.
Why can't two lasers in a mixed turret to be combined into a single battery? - it is just part of the rules simplification.

If you want to allow two lasers in a mixed turret to be combined into a single battery, then do it.
It will not break the combat system and produce crazy results.
It is just a house rule and not allowed for play specifically using the 'Rules As Written'.

The only reason that mixed turrets are allowed in High Guard at all, is to permit the LBB2 ships that were already in the game to be used in HG combat.
LBB2 had no 'batteries', but did have mixed turrets, so HG allows mixed turrets without batteries in LBB2 sized ships.
 
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Morning atpollard,

Thanks for the quick and clear reply,

100% game mechanics reasons.

High guard is a simplification that allows for massed attacks to be resolved in a few simple rolls of the dice.
Why can't I have a missile turret and a missile bay on a 1100 dTon ship? - it is just part of the rules simplification.
How can 1 gunner in 1 turret fire a laser, a missile and a sand canister at three different targets? - it is just part of the rules simplification.
Why can't two lasers in a mixed turret to be combined into a single battery? - it is just part of the rules simplification.

If you want to allow two lasers in a mixed turret to be combined into a single battery, then do it.
It will not break the combat system and produce crazy results.
It is just a house rule and not allowed for play specifically using the 'Rules As Written'.

To be sure I have the answer permanently, okay maybe permanently, in my thick skill here is what I think your answer means.

1. Can mixed and unmixed turrets be fitted on a single hull?

Yes, as a house rule. No when applying the rules as written.

2. When applying the rules as written two weapons in the same mixed turret are single batteries, combining them is a house rule.

3. I'm not sure the but the rules as written probably allows mixing one energy weapon with a missile rack, sandcaster, or laser in a dual/double turret. If not then mixing would be a house rule.

Have I got the concept down?
 
Hello Vladika,

Why not? HG2 would seem to allow it.

Fusion for short range and a missile for long would make a great combination.

I agree that HG2 appears to allow the combination, but as seen from atpollard's reply the combining of mixed/unmixed turrets on one hull and combining two of the same weapon in a mixed turret would be considered house rules.

I try not to use house rules when I try recreating published designs, unfortunately when I do I'm lucky if the only that doesn't match is the cost.

I'm cobbling together a spreadsheet that uses the Book 2 power plants, jump drives, and maneuver drives in Book 5 designs to see what difference it makes, since converting Book 2 designs to Book 5 changes the ships specifications.

Thanks for the support though.
 
If you want to allow two lasers in a mixed turret to be combined into a single battery, then do it.
It will not break the combat system and produce crazy results.
It is just a house rule and not allowed for play specifically using the 'Rules As Written'.

If you don't considere crazy results a turret being partially knocked out when a battery from it is and another isn't.

e.g. a mixted turret with blasers (factor 2 battery) and 1 Sandcaster (factor 1 battery) receives one weapon hit, knowking down one of the two batteries, while elaveing the other fully functional.

And if you have grouped 3 such turrets on a factor 4 laser battery and a factor 2 sandcaster one, results are still funnier...
 
1. Can mixed and unmixed turrets be fitted on a single hull?

Yes, as a house rule. No when applying the rules as written.

2. When applying the rules as written two weapons in the same mixed turret are single batteries, combining them is a house rule.

3. I'm not sure the but the rules as written probably allows mixing one energy weapon with a missile rack, sandcaster, or laser in a dual/double turret. If not then mixing would be a house rule.

Have I got the concept down?
1. Uh, yes they are allowed AS LONG as there is no duplication of weapon type. A battery of triple lasers and a mixed battery of laser-missile-sandcaster would not be allowed, but a battery of twin fusion guns and a battery of laser-missile-sandcaster would.

2. Yes. I also wonder why several mixed turrets could not be combined into 1 battery as long as the mix is constant. That's a house rule I would implement.

3. The restriction would be that a fusion gun or plasma gun would take 2 spaces, but otherwise, I don't think there is an issue.
 
3. The restriction would be that a fusion gun or plasma gun would take 2 spaces, but otherwise, I don't think there is an issue.

See that FG and PG turrets, aside form being only able to hold up to 2 weapons, instead of the 3 laser/SC/missiles turrets do, are 2 dtons each, not one.

As I understand those changes, I feel Energy turrets are too different from other ones to hold misted weaponry...
 
1. Can mixed and unmixed turrets be fitted on a single hull?
Yes, as a house rule. No when applying the rules as written.

1. Uh, yes they are allowed AS LONG as there is no duplication of weapon type. A battery of triple lasers and a mixed battery of laser-missile-sandcaster would not be allowed, but a battery of twin fusion guns and a battery of laser-missile-sandcaster would.
What bill said. :)
In HG only Mixed Turrets are restricted to being a battery of 1 weapon, so an unmixed turret could be made into a battery.
 
3. The restriction would be that a fusion gun or plasma gun would take 2 spaces, but otherwise, I don't think there is an issue.

See that FG and PG turrets, aside form being only able to hold up to 2 weapons, instead of the 3 laser/SC/missiles turrets do, are 2 dtons each, not one.

As I understand those changes, I feel Energy turrets are too different from other ones to hold (laser/missile/sandcaster) weaponry...
The RAW are silent on this IIRC.
Personally, I would use logic and the data given to conclude that Lasers, Missiles and Sandcasters are 'small' sized weapons that can fit in a standard 'small' slot on a single, double or triple turret.
Plasma and Fusion weapons are 'medium' sized weapons that will fit in the standard 'medium sized' slot on a double medium turret.
Particle Accelerator weapons are 'large' size weapons that fit in the 'large' slot in a single large turret or barbette (based on TL of weapon).

Strictly my opinion, but fitting a 'medium' or 'large' weapon in two or three 'small' slots seems impractical ... the weapon will not fit in the mounting bracket.
However, fitting a single 'small' or 'medium' weapon in a slot designed for a larger weapon (like installing a Missile Launcher in one of the slots intended for a pair of Plasma Guns, or a Fusion Gun in the slot intended for a Particle Accelerator), seems perfectly reasonable (if not the most efficient option).
IMTU, I would just let them install a 'small-medium' slot adapter for 100 credits that would allow them to plug a Laser, Missile Launcher or Sandcaster into the slot on a Plasma/Fusion turret.

The rules are silent, but the combination makes sense (to me).
My litmus test is "Will this create an unfair advantage compared to a ship that didn't have it?"
 
If I was to house rule CT High Guard Mixed Turrets, this is how I would do it:

  1. Mixed turrets are only allowed on ships under 1,000 dtons.
  2. Multiple Mixed Turrets must be grouped into a single battery.
  3. All Mixed Turrets must have the same configuration.
  4. Only Lasers, Missiles or Sandcasters may be mounted in Mixed Turrets.
  5. An additional column in the Offensive Section of the USP is added for Mixed Turrets.
  6. Since ships under 1,000 dtons have 100% Batteries Bearing, the Mixed Turret column instead uses those slots to indicate the USP Factors for Lasers, Missiles, Sandcasters in that order
  7. USP Factors for the aspects of the Mixed Turrets are determined according to the normal USP Rating Schedule.
So, a small ship may have 3 Mixed Turrets - say Laser, Missile, Sand - in one battery with USP Factors of:
3
2
2

I don't have my books handy for the proper USP codes, but you get the idea.
 
The RAW are silent on this IIRC.
Personally, I would use logic and the data given to conclude that Lasers, Missiles and Sandcasters are 'small' sized weapons that can fit in a standard 'small' slot on a single, double or triple turret.
Plasma and Fusion weapons are 'medium' sized weapons that will fit in the standard 'medium sized' slot on a double medium turret.
Particle Accelerator weapons are 'large' size weapons that fit in the 'large' slot in a single large turret or barbette (based on TL of weapon).

Strictly my opinion, but fitting a 'medium' or 'large' weapon in two or three 'small' slots seems impractical ... the weapon will not fit in the mounting bracket.
However, fitting a single 'small' or 'medium' weapon in a slot designed for a larger weapon (like installing a Missile Launcher in one of the slots intended for a pair of Plasma Guns, or a Fusion Gun in the slot intended for a Particle Accelerator), seems perfectly reasonable (if not the most efficient option).
IMTU, I would just let them install a 'small-medium' slot adapter for 100 credits that would allow them to plug a Laser, Missile Launcher or Sandcaster into the slot on a Plasma/Fusion turret.

The rules are silent, but the combination makes sense (to me).
My litmus test is "Will this create an unfair advantage compared to a ship that didn't have it?"

IMHO, that would be as fitting a 3" gun on a turret designed for 16" gun.

Whould there be space for it? sure

Would it fit on it? I guess not without very serious refit
 
If I was to house rule CT High Guard Mixed Turrets, this is how I would do it:

  1. Mixed turrets are only allowed on ships under 1,000 dtons.
  2. Multiple Mixed Turrets must be grouped into a single battery.
  3. All Mixed Turrets must have the same configuration.
  4. Only Lasers, Missiles or Sandcasters may be mounted in Mixed Turrets.
  5. An additional column in the Offensive Section of the USP is added for Mixed Turrets.
  6. Since ships under 1,000 dtons have 100% Batteries Bearing, the Mixed Turret column instead uses those slots to indicate the USP Factors for Lasers, Missiles, Sandcasters in that order
  7. USP Factors for the aspects of the Mixed Turrets are determined according to the normal USP Rating Schedule.
So, a small ship may have 3 Mixed Turrets - say Laser, Missile, Sand - in one battery with USP Factors of:
3
2
2

I don't have my books handy for the proper USP codes, but you get the idea.

That would lead to exactly what I said I find crazy results before. Let's asume your ship has 6 turrets grouped as 2 batteries each as you said. It receives a weapon hit, destoying one battery. So 3 turrets have been damaged by a single hit, but some of their weaponry is still fully functional :confused:...
 
just for laughts...

All this talking about mixted turrets and converting them to HG reminded me of this old post:

Or another favorite of mine ... The Free Trader with two missile-beam-sand turrets is attacked by TIE fighters from three sides, so the first gunner has Turret #1 fire a missile at target 1 (forward) and sand at target 3 (aft) while maintaining a constant beam on the incoming missiles from target 2 (above and to the port) ... [and with his free hand, he slices cucumbers extra thin for some sandwiches after the battle]. The second gunner fires his sand at target 3 (aft) while also shooting a missile and beam at target 1 (forward) [While filling two positions - covering as the ship's Doc - to earn extra money.] After 3 shots, they reload the missiles and sand without missing with the beam.

... but wait, after surviving the encounter, the Free Trader ventures into High Guard, where regulators inform him that he has 6 single weapon batteries and needs a total of 6 gunners (but the fire control is still adequate). Fortunately, each of the regular crew members quickly learn Gunner-1 and fill in Two positions [although some complain when they learn that, for example, the Gunner-Pilot actually takes a cut in pay for filling two positions] aparently taking turns in the two gunner chairs.

... and these gunners only earn 1000 credits per month?
 
Things got busy between my last post at 4:00 PM and now. Good thing I checked here before checking my email.

Here is how I think of a battery. The turret is the battery when one, two, or three weapons of the same type are installed, say with a BLaser. A turret mounting a single BLaser is a battery with a USP code rating of 1. A turret mounting two BLasers is a battery with a USP code of 2 and a turret mounting three BLasers is a battery with a USP of 3.

In the case of a mixed double mount turret is a battery of 1 BLaser and say, a battery of 1 Missile rack. When a triple mount houses three different weapons the turret is a battery of 1 BLaser, 1 missile rack, and 1 sandcaster depending on which weapon the gunner selects to use. Swapping out the missile rack for a BLaser giving the mixed two BLasers and 1 sandcaster. In this case two BLasers in the same turret is similar to a double BLaser turret and, at least to me, have the same factor.

I agree that the mixed weapons turrets cannot, like the spinal mount and bays, cannot have the same weapons as installed in an unmixed weapons turret. In my example, re-worded a bit, a 400-ton hull has four hardpoints available two of which have triple laser turrets installed and the other two have two missile racks and a sandcaster.

One gunner, per CT Book 2, is needed to operate one turret regardless of the weapons installed.

CT Book 5 HG2 alters the rule from Book 2 as follows.

1. More than tens turrets using the same type weapon, say BLasers, must be grouped into a single battery and the grouped together turrets can be operated by one gunner. Usually I group ten or more turrets with the same weapon type into a battery As an easy example 10 triple BLaser turrets are divided in to 2 batteries each containing 5 turrets. Two gunners, one for each battery, can handle the job. Of course there are other combinations, but two gunners helps reduce crew size.

2. A 900-ton hull with 9 triple BLaser can either have a gunner for each gunner or combined together to reduce the number of gunners needed.

3. Mixed double and triple turrets allowed on hulls <=1,000 tons, per HG2, cannot be grouped together and require a gunner for each turret. The gunner of a mixed turret has to decide which weapon of the mixed turret is going to be used in a similar manner to a fighter pilot deciding which air to air missile, guns (if equipped), or air to ground missile to use in combat.

Okay, I'm seeing that my idea to mix a sandcaster, laser, or missile rack in a double energy turret is doable but not practical because of the difference in turret size. I can live without a turret with an energy weapon and say sandcaster, less work for me in the spreadsheet and reducing the chances I break something.

CT Book 5 HG2 does allow mixed turrets per page 29 and 30.

1. Page 29: 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.

The each weapon is a battery makes sense with two or three different weapons in a single turret. Having two weapons of the same type in a mixed turret counted as single batteries doesn't make sense. Allowing missile racks, lasers, and sandcasters to be mixed the only I see that gets a better USP factor is the beam laser for having two in a mixed turret.

2. Page 30: On ships with more than 10 turrets, weapons may not ne mixed within a turret.

So on hulls > 1,000 tons with more than 10 turrets armed with the same type weapon must group turrets of n turrets per battery. Gunners have the option being assigned to each turret or one gunner can operate all the turrets in the group.

Hulls with <= 10 turrets have the option to group turrets with the same type of weapon and scaling the gunners as one for each turret or one for each grouped together turrets.

Hulls <=1,000 tons with fewer than 10 turrets can also be grouped as long as they have the same type of weapon. One gunner per turret or one gunner per group of turrets is required.

Hulls <=1,000 tons using mixed turrets cannot group them together and requires 1 gunner per turret.

Thanks to all who have taken the time to chip in on the topic.
 
IMHO, that would be as fitting a 3" gun on a turret designed for 16" gun.

Whould there be space for it? sure

Would it fit on it? I guess not without very serious refit

It's an engineering problem for the ship designers, not the ship owner. If the owner wants a two ton double-turret with a fusion gun and a missile launcher, they'll give him a two ton double-turret with a fusion gun and a missile launcher. No reason in the rules he can't have it.

Although, IMTU, the larger turrets and their weapons are restricted to official military and some paramilitary vessels. Beowulf ain't gettin' one: civilian vessels are limited to standard turrets and the usual laser/missile/sandcaster alternatives.
 
All this talking about mixted turrets and converting them to HG reminded me of this old post:

Or another favorite of mine ... The Free Trader with two missile-beam-sand turrets is attacked by TIE fighters from three sides, so the first gunner has Turret #1 fire a missile at target 1 (forward) and sand at target 3 (aft) while maintaining a constant beam on the incoming missiles from target 2 (above and to the port) ... [and with his free hand, he slices cucumbers extra thin for some sandwiches after the battle]. The second gunner fires his sand at target 3 (aft) while also shooting a missile and beam at target 1 (forward) [While filling two positions - covering as the ship's Doc - to earn extra money.] After 3 shots, they reload the missiles and sand without missing with the beam.

... but wait, after surviving the encounter, the Free Trader ventures into High Guard, where regulators inform him that he has 6 single weapon batteries and needs a total of 6 gunners (but the fire control is still adequate). Fortunately, each of the regular crew members quickly learn Gunner-1 and fill in Two positions [although some complain when they learn that, for example, the Gunner-Pilot actually takes a cut in pay for filling two positions] aparently taking turns in the two gunner chairs.

... and these gunners only earn 1000 credits per month?

Except that HG 2 crew rules state, "If the ship is 1,000 tons or under, then the rules stated in Book 2 should be followed." The regulator lied - probably because he was trying to score a billet for his no-account nephew.

... Here is how I think of a battery. The turret is the battery when one, two, or three weapons of the same type are installed, say with a BLaser. A turret mounting a single BLaser is a battery with a USP code rating of 1. A turret mounting two BLasers is a battery with a USP code of 2 and a turret mounting three BLasers is a battery with a USP of 3. ...

Assuming no tech level modification.

... In the case of a mixed double mount turret is a battery of 1 BLaser and say, a battery of 1 Missile rack. When a triple mount houses three different weapons the turret is a battery of 1 BLaser, 1 missile rack, and 1 sandcaster depending on which weapon the gunner selects to use. Swapping out the missile rack for a BLaser giving the mixed two BLasers and 1 sandcaster. In this case two BLasers in the same turret is similar to a double BLaser turret and, at least to me, have the same factor. ...

For the record, HG2: "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."

But I think the consensus is that it's a silly rule and a house rule allowing the two BLasers to be grouped as a battery is perfectly logical.


...3. Mixed double and triple turrets allowed on hulls <=1,000 tons, per HG2, cannot be grouped together and require a gunner for each turret. The gunner of a mixed turret has to decide which weapon of the mixed turret is going to be used in a similar manner to a fighter pilot deciding which air to air missile, guns (if equipped), or air to ground missile to use in combat. ...

The gunner whatnow??

To the best of my knowledge, there is no rule in HG2 requiring the gunner of a mixed turret to pick which weapon he's firing in a given turn - at least not in anything larger than 100 dTons. Both weapons may be used in the same turn. This isn't an issue for the missile/laser combo - one assumes the missile doesn't necessarily have to be pointed exactly in the right direction to be launched. However, it does engender some debate when someone slaps a laser and fusion gun together. On the other hand, those are 20 minute turns.

In small craft, the pilot is the gunner for one weapon type, and if you add a second type, you need a gunner for that one - but small craft sandcasters do not require a gunner.

Rules don't say what happens if the small craft launches short handed, as might happen in a role-playing scenario. However, the rule says, "As a general rule, each battery may fire once each fire phase." The wording does seem to give a gamemaster leeway to introduce exceptions. It'd make sense in that case for the pilot to take turns between two different weapon types - but then the pilot's also piloting the ship. If a pilot can split his attention between piloting and shooting one weapon type without apparent penalty (in Book-2, he'd have earned a -1 skill penalty to each job), then the gunner in the earlier example maybe should be given some leeway when splitting his attention between the weapons of a mixed turret. Just a thought.

... Okay, I'm seeing that my idea to mix a sandcaster, laser, or missile rack in a double energy turret is doable but not practical because of the difference in turret size. ...

Again, assuming you mean an energy weapon as the first weapon and a sandcaster, laser, or missile as the second weapon in the turret, that's the construction yard's problem, not the owner's. Seems like a fairly straightforward engineering problem, and I don't see any rule that prevents you doing just what you want.
 
Morning PDT Carlobrand

Assuming no tech level modification.

You are correct, however I was going with the basic unmodified version my apologies for not being more specific.

For the record, HG2: "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."

But I think the consensus is that it's a silly rule and a house rule allowing the two BLasers to be grouped as a battery is perfectly logical.
In my starting post the second item is where I quoted the same material as above trying once again to understand why a triple mixed turret with two weapons of the same type were counted as single batteries when a double/dual mount turret with the same two weapons is a single battery of two, say missile racks.

atpollard's response was game mechanics and if I wanted to I could combine the two using a house rule.

Unfortunately, the consensus that the rule doesn't make sense has not been enough to alter the rule. Of the standard weapons allowed to be mixed, only the beam laser's USP code benefits from having two installed in a mixed turret.

The gunner whatnow??

To the best of my knowledge, there is no rule in HG2 requiring the gunner of a mixed turret to pick which weapon he's firing in a given turn - at least not in anything larger than 100 dTons. Both weapons may be used in the same turn. This isn't an issue for the missile/laser combo - one assumes the missile doesn't necessarily have to be pointed exactly in the right direction to be launched. However, it does engender some debate when someone slaps a laser and fusion gun together. On the other hand, those are 20 minute turns.

In small craft, the pilot is the gunner for one weapon type, and if you add a second type, you need a gunner for that one - but small craft sandcasters do not require a gunner.

Rules don't say what happens if the small craft launches short handed, as might happen in a role-playing scenario. However, the rule says, "As a general rule, each battery may fire once each fire phase." The wording does seem to give a gamemaster leeway to introduce exceptions. It'd make sense in that case for the pilot to take turns between two different weapon types - but then the pilot's also piloting the ship. If a pilot can split his attention between piloting and shooting one weapon type without apparent penalty (in Book-2, he'd have earned a -1 skill penalty to each job), then the gunner in the earlier example maybe should be given some leeway when splitting his attention between the weapons of a mixed turret. Just a thought.
My apologies for adding the bit about the gunner selecting the weapon to be used, which is a flash back to an earlier discussion either here or on another forum. The conversation started with the question about the Book 2 Starship Crew/Gunner, Book 2 small craft crew gunner requirements, and eventually to Book 5 HG 2 crew rules for ships and small craft.

Per the discussion, the Book 2 Ship Crews/Gunner rule and the Small Craft Crew listing requirement do not appear to match. In Ship Crews/Gunner armed small craft require a gunner, while the small craft crew listing allows the pilot to fire installed weapons with a skill penalty, as you indicated, when a gunner is not on board.

During the discussion the rule on page 34 of Book 5 HG2 small craft with more than one type of weapon and somehow a mixed turret on a starship or spaceship got tossed into the mix. The rule on page 34 requires one gunner for each type of weapon, with the exception, as you pointed out, the sandcaster.

This earlier discussion is what prompted me to include the gunner selecting which weapon to use in a mixed turret.

One more item on page 35 Book 5 HG2 is a rule that states "One or more gunners may be optional crew members." which also does not appear to match the gunner requirement on page 34.

Does an armed small craft require a gunner per page 34 or are they optional per page 35 in Book5 HG2?

In Book 2 do armed small craft require a gunner per page 16 or when gunners are not carried, per page 17, allows the pilot to fire weapons with a -1 DM?

Again, assuming you mean an energy weapon as the first weapon and a sandcaster, laser, or missile as the second weapon in the turret, that's the construction yard's problem, not the owner's. Seems like a fairly straightforward engineering problem, and I don't see any rule that prevents you doing just what you want.
Do you have a degree in English (American) grammar?;)

Apparently my use of
Okay, I'm seeing that my idea to mix a sandcaster, laser, or missile rack in a double energy turret
was not clear would this have been a better choice of wording:

Okay, I'm seeing that my idea to mix a sandcaster, or laser, or missile rack in a double energy turret either a single fusion or plasma gun
Thanks for suggesting that my idea of mixing the three standard weapons, missile, or laser, or sandcaster, with an energy weapon is not prevented by the rules. Unfortunately, I've recently been schooled in what is not explicitly written is effectively a house rule. When I'm designing equipment or trying to recreate published designs that have the possibility of being shared with the Traveller community I try very hard to adhere to the design sequence. Of course I never seem to get a perfect match with the published design specifications, if I'm lucky the only spec I don't match is cost.

When I made the post at 09:48 PM Yesterday (I think would be 06/25/2014) the Internet gremlins thwarted my efforts to use the quote feature, which is probably didn't help when I made my comments.

Today the gremlins have given me a little break.

Thank you Carlobrand for the reply.
 
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