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[1e] Turret Weapons - Thoughts and House Rules

I think my biggest problem is turrets are one-size-fits-all in nature within the rules. In CT up to three weapons can go in one turret but the size doesn't change, for example. I also have a problem with turrets needing to be manned normally.

On the first, it seems to me that missile, projectile, and sand weapons--that is weapons that use discrete ammunition and have to be reloaded--would require more room than energy weapons that don't need space to be reloaded. A turret with more weapons should also grow in size with the number of weapons fitted.

As for manned turrets, I find this to be almost absurd. Sure, if you have a small ship with a few turrets and no centralized fire control (meaning this sort of turret should be heavily penalized for accuracy beyond short range) you probably need somebody in the turret aiming and firing the weapons. On the other hand, any self-respecting naval vessel will have centralized fire controls, and the turrets probably don't need to be manned at all. Reloading, say missiles, is done automatically. Lasers and such don't need reloading. There's no need for a turret operator but rather there's somebody at a console essentially playing a video game of sorts operating one or many turrets. There are sophisticated sensors and a serious fire control computer tracking the target and aiming the guns. The operator is there to determine if shooting is necessary.

I also find the missiles to be badly undersized for the role they're supposed to play. I also think with discrete ammunition, particularly expensive stuff like missiles, you need to have a magazine to store them, and the size should be variable depending on how many you want to carry.
 
I think my biggest problem is turrets are one-size-fits-all in nature within the rules. In CT up to three weapons can go in one turret but the size doesn't change, for example. I also have a problem with turrets needing to be manned normally
1. You are absolutely correct.
2.This is a game, not a simulation. :)
 
I think my biggest problem is turrets are one-size-fits-all in nature within the rules. In CT up to three weapons can go in one turret but the size doesn't change, for example. I also have a problem with turrets needing to be manned normally.
Wait, turret gunners are in the turret? That wasn't a requirement in RL when the game first came out. I've never imagined gunners were in a turret.
On the first, it seems to me that missile, projectile, and sand weapons--that is weapons that use discrete ammunition and have to be reloaded--would require more room than energy weapons that don't need space to be reloaded. A turret with more weapons should also grow in size with the number of weapons fitted.
Well, no one said weapons were the same size. And turrets do come in different sizes in MgT1. (Dunno about 2). My assumption for CT was that all turrets were max size and were partly empty if they could fit more weapons, but chose not to. I assumed it was coincidence that the same number of certain types of weapons could fit. A dumb design choice, to be sure, but so many ships were built with turrets but not weapons, I assumed the max size was for flexibility.
As for manned turrets, I find this to be almost absurd. Sure, if you have a small ship with a few turrets and no centralized fire control (meaning this sort of turret should be heavily penalized for accuracy beyond short range) you probably need somebody in the turret aiming and firing the weapons. On the other hand, any self-respecting naval vessel will have centralized fire controls, and the turrets probably don't need to be manned at all.
Turrets didn't need to be crewed in 1979, Why would they crewed in the future?
Reloading, say missiles, is done automatically. Lasers and such don't need reloading. There's no need for a turret operator but rather there's somebody at a console essentially playing a video game of sorts operating one or many turrets. There are sophisticated sensors and a serious fire control computer tracking the target and aiming the guns. The operator is there to determine if shooting is necessary.
I always assumed the turret operator sat in CIC, or the bridge on a ship small enough not to have a CIC. The rules about a gunner reloading one weapon a turn I always read as systems being heavy on safety interlocks and procedures, not physically humping ammo into a turret. Automatic loading machinery predates CT79.
I also find the missiles to be badly undersized for the role they're supposed to play. I also think with discrete ammunition, particularly expensive stuff like missiles, you need to have a magazine to store them, and the size should be variable depending on how many you want to carry.
I am not too shocked by the size of missiles. A 50kg missile is on an order of magnitude with a sidewinder or similar (source: Google AI summary), so it seems to me that in the future of TL9+, it should be doable.
 
I tend to justify rather than revamp. As such I work backwards from the hardpoint every 100 tons requirement.

What I have visualized is three tubes radiating out from the turret location equilateral and right under the skin of the ship. The tubes can either have a three missile/sand set banked in, or a long laser exciter tube.

This is in the same crawl spaces as fuel lines, fuel tanks, control or power cables that are carefully laid out for maximum redundancy and minimal space usage.

The rest of the reserved one ton space is the fire control/loader station as defined particularly in the CT missile supplement.

Note the plasma/fusion turrets are two tons, IMO a bit larger space required for the ignition chambers.

I have the turret hardpoint definition tied to hull hits, which covers all those line/cable/hose subsystems usually overlooked in most damage systems. The fewer hardpoints, the more resilient the ship is to hull damage since there aren’t weapon tubes interfering with structural and cable redundancy. So the default Type A with one hardpoint for instance is tougher than a custom two hardpoint design.

Similarly I allow more than 1 hardpoint per 100 tons with a drastic impact on hull value, making the ship more fragile to those hits. The main example of this is the Terran missile boat from Imperium, chock overloaded with missiles for its cost but very fragile.

Or, no hardpoints but full volume costs, more resilient but far less general space available. But that would be a rare choice, as most ships being built for combat would employ bay weapons that eschew cable crawl space use and go bigger with explicit large volume.

Fixed mount weapons such as those on small craft also can avoid the hardpoint hull penalty but require dedicated agility to bring them to bear, like a spinal weapon.
 
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Badenov, the CT missile supplement definitely gives us a picture of ammo humper, including just how big the missile canisters are and how many canisters can fit in that local fire control space.

You are being perfectly logical in your approach and no reason not to continue your definition, but at least from a RAW perspective folks aren’t mad to talk about humping being a thing. If nothing else the deck plans have the humper space pretty consistently from that period.
 
I doubt anyone can actually explain how one tonne turrets work.

Especially, if you include upto four weapons systems, ready ammunition, and one gunner workstation.

I chalk it down to hammerspace.


640x904
 
I just assumed the turrets are different sizes on the outside of the hull, but the internal volume needed for fire control systems and such doesn't change.

CT K'kree has remotely operated turrets because the My Little Murderponies can't handle that much enclosure, requiring 2 tons of internal volume instead of 1. It's not MgT, but I figure that (along with their massive space requirements for staterooms) could be applied in MgT1 as modifications to their ship design process.
 
One tonne is standard, across the universe.

Variant being the five tonne barbette, which seems to have more than enough space, going by missiles, five launchers plus twenty five ready ammunition is probably three tonnes.
 
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