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Missile Bay details

far-trader

SOC-14 10K
Asked elsewhere but no answer as yet so perhaps this'll get more attention.

I've scoured T20 for rules on the number of missiles a missile bay (50dT and 100dT) would have at ready and how many are fired per turn. I see that each turret type launcher has an internal magazine of 3 missiles, presumably allowing 3 turns of fire before needing to reload. I need the same numbers for the bays to figure out how much magazine storage I should allocate in a design. Any help is greatly appreciated, thanks.
 
A missile magazine (pg 270) is 1 ton and holds up to 20 missiles. You can extrapolate from there ;)

Hunter
 
Originally posted by hunter:
A missile magazine (pg 270) is 1 ton and holds up to 20 missiles. You can extrapolate from there ;)

Hunter
Thanks for the quick reply. Yes, I saw the magazine note, no problem there. What I need is some idea of the Bay Weapon launcher stats. Do you mean to say a 50T Missile Bay carries 1,000 missiles? The actual launching, targeting, etc., gear requires no volume? How many of those missiles are fired each space combat turn? 1? 1,000?
:confused:
 
I seem to recall either the CT missile supplement or High Guard defining the numbers I'm looking for but my copies of those are long lost.

I'd prefer some official numbers but lacking that a general endorsement or condemnation of my own interpolation would be ok. Like am I in the ballpark or out to launch, er... lunch ;)

Extrapolating the turret launcher USP's into the bay weapon USP's realm, using the same progression, I come up with a 50T bay carrying 846 missiles, launching 42 each turn, good for just over 20 turns (a very long battle endurance or several encounters). The 100T bay comes to 1758 carried missiles, 66 launched per turn, good for a little more than 26 turns.

Comments?
 
Ok, while waiting I dug out my MT to check how that handled it. Just to add some confusion to the (mostly) one sided discussion


In MT a single turret launcher holds 1 missile and fires 1 missile per turn. A 50dT bay launcher holds 50 missiles and launches 2 missiles a turn. A 100dT bay holds 100 missiles and launches 2 missiles a turn.

For comparison:

MT missiles are 0.1dT to store and cost cr20,000 for standard HE, cr150,000 for nukes.

MT USP's are identical for turrets and similar for bays. Actually the MT USP's for bays make more sense in a progression relation than the T20 ones, at least at a first glance.
 
I'm a bit annoyed that the rules do not more explicitly state the number of missiles in a bay (50 or 100 tons) and thus allow us to derive the required number of missile magazines.

An official ruling/errata would be very good.
 
Lo far-trader,

A while back someone asked about fuel purification plants and Hunter indicated that the system is basically the same as that in CT Book 5 High Guard. So if you use the rules from HG I think you should be fine.


Originally posted by far-trader:
I seem to recall either the CT missile supplement or High Guard defining the numbers I'm looking for but my copies of those are long lost.

I'd prefer some official numbers but lacking that a general endorsement or condemnation of my own interpolation would be ok. Like am I in the ballpark or out to launch, er... lunch ;)

Extrapolating the turret launcher USP's into the bay weapon USP's realm, using the same progression, I come up with a 50T bay carrying 846 missiles, launching 42 each turn, good for just over 20 turns (a very long battle endurance or several encounters). The 100T bay comes to 1758 carried missiles, 66 launched per turn, good for a little more than 26 turns.

Comments?
 
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