• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

Does anyone have a copy of Jumpspace issue no. 4? Sentry SDB stats

I'm looking for the stats for the Sentry-class SDB posted in the zine Jumpspace no. 4, published sometime around 1988 I think. It's a 200 dton TL 12 boat.

I made my own version but I'd like to compare my stats to the ones in Jumpspace, if possible.
 
Last edited:
The wiki has stats for it,
And the WIki references the MT adventure "Assignment Vigilante", which has stats on page 14-15
There are several Sentry-class boats and ships across the multiple editions - that's not the one I'm looking for, but thank you.

The wiki refers to a TL 11 400 ton ship, not the TL 10 200 ton ship in the Zine
View attachment 6890
Thank you very much - I need to go over my numbers again before I post it but mine's a little different, and TL 12 not TL 10.
 
TL 10 200 ton ship in the Zine

I cannot understand how is weaponry calculated on the HG USP...

It has 2 lasers and 4 missile racks. As it may have at most two turrets, I'll assume each one has a laser and 2 missile racks...

This will give me 2 laser batteries rated at 1 (or 1 rated 2 if they are beam lasers) and either 1 rated 2 missile battery or 4 ones rated 1, but I don't see how it can have 2 laser batteries rated 2 and 4 missile ones rated 4...
 
I do have a question: how many staterooms does the Sentry deck plan show?
From the Zine:
8-10. Officers' Quarters. These are single occupancy staterooms for the captain, the navigator, and the chief engineer. The captain is usually quartered in the largest (number 8).
11-12. Crew Quarters. These are double occupancy staterooms for the remaining engineers and the gunners. Though the chief gunner will likely be among the ship's officers, on this vessel he is quartered with his gunnery companion.

1759240917213.png
 
I cannot understand how is weaponry calculated on the HG USP...

It has 2 lasers and 4 missile racks. As it may have at most two turrets, I'll assume each one has a laser and 2 missile racks...

This will give me 2 laser batteries rated at 1 (or 1 rated 2 if they are beam lasers) and either 1 rated 2 missile battery or 4 ones rated 1, but I don't see how it can have 2 laser batteries rated 2 and 4 missile ones rated 4...
Well,
The High Guard data is:
Sentry SB-2105951-500000-20004-0 200 tons
batteries bearing 2 4 Crew=7-----------------Presumably, 2 "Triple Turrets" each loaded with One laser and 2 missile racks
batteries 2 4 TL=10------------------Of course, this was also from the days where you didn't have to have missile
Cargo=8. Fuel=22.5. EP=18. Agility=5-----------------------------magazines. So, you only had those missiles "in the racks", which limited
--------------------------------------------------------------------------how many times you could pull the trigger


Here is the description:
3. Port Fire Control. Controls for the ship's weaponry installed in the port turret is located here.
4. Starboard Fire Control. Controls for the ship's weaponry installed in the starboard turret is located here.
 
Presumably, 2 "Triple Turrets" each loaded with One laser and 2 missile racks
Yes, and to have 2 laser and 4 missile turrets, each should be single wepon ones, and so, at TL 10, rated 1, not 2 or 4...

Of course, this was also from the days where you didn't have to have missile magazines. So, you only had those missiles "in the racks", which limited how many times you could pull the trigger
That was not the usual interpretation, allowing for infinite attacks with those turrets, otherwise, missiles would not be the queen of battle as they proved to be in TCS contests...
 
Yes, and to have 2 laser and 4 missile turrets, each should be single wepon ones, and so, at TL 10, rated 1, not 2 or 4...


That was not the usual interpretation, allowing for infinite attacks with those turrets, otherwise, missiles would not be the queen of battle as they proved to be in TCS contests...
Well, Yes and No
With the ship as a Size "2", all the turrets have 100% bearing.
So, using computer management, you can organize all the weapons into 1 single laser battery and a second single missile battery.

So, with the ailing where the "Laser" stat in the USP does not separate Pulse vs Beam lasers...
SB-2105951-500000-20004
--- The laser stat "2" corresponds to a "Level 2" Beam laser battery in CT/MT parlance
--- It is the Missile battery which goes off the rails in CT/MT. To achieve a 4 factor missile battery, you need 12 tubes.
1759254113525.png 1759254350296.png

Now, one thing the LBB's didn't really talk about were "fixed mount" weapon systems.
These would literally be launchers directly affixed to the hull without any mobility at all. But, that wouldn't be a bad thing for missiles.
Just like stand off connection points on the wings of modern day fighter craft, you can fire a/the missile(s) from any attitude with relation to the target and the missile would then maneuver to hard lock/strike the indicated target. (or, any target if they are fire and forget)

So, the design "could have" enough tubes to create a battery (qualifying in only the barest definition as "all being fired at the same moment against a specific target)
Still, those would have to be both indicated on the deck plans and have tonnage devoted to installing them instead of some other design feature.
Not seeing those even suggested, I'd say they don't exist and the missiles should be organized into one Factor 3 battery and an independent Factor 1 secondary (which can be integrated as a replacement in the event of battle damage)
 
So, using computer management, you can organize all the weapons into 1 single laser battery and a second single missile battery.

Mixted turrets are not tols about on HG for mounting batteires, but even if I buy this, it would ba a single turret, not 2 and 4 (all bearing) as the design shows...

And remember it says it has 4 missile racks, so no fixed mount additions...

Now, one thing the LBB's didn't really talk about were "fixed mount" weapon systems.

In fact, while LBB don't have them, AM6:Solomani (page 42) has...

Fixed Weapons Mounts: Solomani ships may have fixed weapons mounts (as opposed to turret mounted weapons). Fixed weapons mounts allow up to two weapons to be attached per each hardpoint on the ship and do not require fire control tonnage or a turret. Weapons in fixed weapons mounts are operated by a gunner on the bridge and are subject to an attacker's DM -2 in space combat. A ship is allowed fixed weapons mounts equal to the model number of the computer installed on the ship (Model/2 computer allows two hardpoints to have fixed weapons mounts)

After all, I guess this magazine was posterior to AM6 publication, but this would not fix the problem...
 
Last edited:
The USP is just wrong, it was presumably made in the bad old days before computer support...

It would be something like this:
Code:
SB-2105951-500000-10001-0        MCr 225         200 Dton
bearing           2   4                            Crew=7
batteries         2   4                             TL=10
                        Cargo=2 Fuel=22,5 EP=18 Agility=5
Spoiler:
Code:
Dual Occupancy                                        3       282
                                     USP    #      Dton      Cost
Hull, Streamlined   Custom             2            200         
Configuration       Needle/Wedge       1                       24
Scoops              Streamlined                                 0
Armour              5                  5             36        29
                                                                
Manoeuvre D                            5    1        28        14
Power Plant                            9    1        54       162
Fuel, #J, #weeks    J-0, 5 weeks                     23         
Purifier                                    1         8         0
                                                                
Bridge                                      1        20         1
Computer            m/5                5    1         5        45
                                                                
Staterooms                                  4        16         2
Staterooms, Half                            3         6         1
                                                                
Cargo                                                 3         
                                                                
Mixed Turret        Full                    2         2         
  Weapon            Missile            1    2                   3
  Weapon            Pulse              1    1                   1
                                                                
Nominal Cost        MCr 281,79           Sum:         3       282
Class Cost          MCr  59,18          Valid        ≥0        ≥0
Ship Cost           MCr 225,43                                   
                                                                
                                                                
Crew &               High     0        Crew          Bridge     1
Passengers            Mid     0           7       Engineers     3
                      Low     0                     Gunners     2
                 Extra SR     0      Frozen         Service     1
Two mixed triple turrets with a missile rack and two lasers each would give you six batteries of factor 1 at TL-10.

Note that is has a TL-11 computer in the notionally TL-10 ship.

The PP is factor-9, but only a factor-8 is needed, presumably Agility-6 was tried, but did not fit.

A LBB2 M-drive would free up a lot of space.


With a TL-10 computer (m/4) it could achieve Agility-6 with a smaller PP.
Code:
SB-2106841-500000-10001-0        MCr 201         200 Dton
bearing           2   4                            Crew=7
batteries         2   4                             TL=10
                          Cargo=6 Fuel=20 EP=16 Agility=6
Spoiler:
Code:
Dual Occupancy                                        6       252
                                     USP    #      Dton      Cost
Hull, Streamlined   Custom             2            200         
Configuration       Needle/Wedge       1                       24
Scoops              Streamlined                                 0
Armour              5                  5             36        29
                                                                
Manoeuvre D                            6    1        34        17
Power Plant                            8    1        48       144
Fuel, #J, #weeks    J-0, 5 weeks                     20         
Purifier                                    1         8         0
                                                                
Bridge                                      1        20         1
Computer            m/4                4    1         4        30
                                                                
Staterooms                                  4        16         2
Staterooms, Half                            3         6         1
                                                                
Cargo                                                 6         
                                                                
Mixed Turret        Full                    2         2         
  Weapon            Missile            1    2                   3
  Weapon            Pulse              1    1                   1
                                                                
Nominal Cost        MCr 251,79           Sum:         6       252
Class Cost          MCr  52,88          Valid        ≥0        ≥0
Ship Cost           MCr 201,43                                   
                                                                
                                                                
Crew &               High     0        Crew          Bridge     1
Passengers            Mid     0           7       Engineers     3
                      Low     0                     Gunners     2
                 Extra SR     0      Frozen         Service     1
 
Last edited:
Well, as said above, they were explicited in AM6...
Fixed Mounts are limited to two weapons per mount, with a ToHit DM-2.

With fixed mounts the SDB could not have six weapons...
CT AM6, p42:
Fixed Weapons Mounts: Solomani ships may have fixed
weapons mounts (as opposed to turret mounted weapons).
Fixed weapons mounts allow up to two weapons to be attach-
ed per each hardpoint on the ship and do not require fire con-
trol tonnage or a turret.
 
True,
But there was also a single line suggesting they could be used on starships too.
That was then left to linger and die off as other rules were carried or expanded
Small craft "fixed mounts" are just regular turrets, under the same rules as regular turrets.
LBB5'80, p34:
Weapons: A small craft may mount the equivalent of one turret. In actuality, the
mountings are probably rigid, and no actual turret is present. All computations,
however, may assume that the craft carries one turret. Weight, tech level, cost, and

energy point restrictions must be observed.
 
Back
Top