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Missiles/sand canisters on small ships: loading & storage

Yep, I've never liked the 'official' deckplans. They were invalidated as soon as I added my first houserules. And, as you say, many of them don't even fit the standard rules.

As I posted on another thread recently, I take take lots of accommodation space out of the available tonnage. I also try to make sure there are enough WCs around, somewhere to do the laundry, somewhere to store the sheets and toilet rolls so the purser doesn't have to unlock the hold every day, and I try to ensure that sliding doors/iris valves have somewhere to slide into...

It's hard work, it doesn't match the GDW deckplans, but it's how these ships would be designed in reality.
 
Fascinating thread, you guys never cease to amaze me with the debth of knowlde displayed. What about torpedoes? Do you allow for ship killing guided weapons that would be a torpedo analog?
 
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I've done it in a vague handwave manner. Equating 3 standard missiles to 1 torpedo. A launcher being able to rack 3 missiles or 1 torpedo. The advantage being you get 3 turns of fire in 1 turn. The disadvantage being you get just the one roll to hit. Damage is 3 times as much if you do hit though. Reloading is also quicker. But imtu they are a paramilitary and military hardware item only and illegal for others to possess. So not exactly ship killers but bigger.

I also allow slavo fire. Same effect but with standard missiles. Fire all 3 in the launcher in one turn with one roll to hit and 3 times the damage. Downside being it will take a while to reload.

I have seen workups for true ship killer missiles somewhere. On the order of 1 to 5 tons displacement. I've always figured this was the domain of missile bay launchers. That or, occasionally, I picture missile bays as being multiple launchers (50 or 100) firing an overwhelming swarm of missiles each turn.
 
I like the swarm idea, hard for a medium or small vessel to survive 50 standard missiles. Might be an interesting lead into an adventure when the players ship gets hit with one of your swarms and survives but they are in a ship that looks like swiss cheese with no systems operating.
 
Mongoose Traveller has small and large missile bays, and small and large torpedo bays. Off the top of my head, and could be wrong, I believe its 12 and 24 missiles per launch for missiles, and 6 and 12 for torpedoes.
Missiles have a couple varients
Torpedoes include bomb pumped stand off xray laser heads, multiple warhead busses, and a few others.

Just to toss that out for consideration.
 
The standard Mongoose Missile is 12 per displacement ton... just over a cubic meter, counting loading system, 1.16 really... so presuming a 100% overage (x1.25 dimensions), thats about 2m x60cm... not small. Torps are bigger still.
 
IMTU I mainly stick to standard ships such as free and far traders, scout/couriers, and military ships normally encountered are relatively small such as Gazelle Class and Fiery Class with the occasional Broadsword. Would any of these be likely to carry torps?
 
IMTU I mainly stick to standard ships such as free and far traders, scout/couriers, and military ships normally encountered are relatively small such as Gazelle Class and Fiery Class with the occasional Broadsword. Would any of these be likely to carry torps?

Gazelle & fiery, yes
 
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I see no reason why any standard merchant ship would be fitted with equipment to move missiles/sand canisters from a designated storage location into the turret and load them into the turret's magazine... that would be expensive & require maintenance, for something that would be needed rarely (if ever).

After all, merchant shops are NOT expected to engage in prolonged combat... now are they?

If I were a system customs inspector or similar police/military official, I would consider the presence of equipment designed for sustained ship-ship combat to be evidence that that "merchant" was likely involved in piracy... which would mandate further investigation, and possibly the issuance of "pay attention to this ship, it is a possible criminal vessel" alerts to nearby systems & the Imperium.
....

What about those brave souls who "Boldly go where..."? No sustained combat capabilities may well work in some parts of the Imperium, but I think that areas like the Spinward Marches many completely law abiding merchants would have legitimate reasons to equip ships for sustained combat.
 
I don't count any ship that has been in PC hands for long as being "standard" at all, as virtually all PCs begin immediately customizing their ships.

So, if the PCs have upgraded their ship's armament and missile storage, they can have added automated missile-handling equipment as well... IF they said they did.
 
Gents,

Interesting topic and interesting posts as always.

I look at the problem from a different angle because, as you all know, I'm weird.

First, tell me, on an average voyage how much time does a merchantman spend in normal space? Not the PCs mind you, they're always the exception. How much time does a merchant spend in normal space?

At one gee it's ~6 hours to the 100D limit of an Earth-sized world, although stellar jump limits and jump masking can certainly add to that. At one gee it's ~18 hours to the 100D limit of a gas giant too. You add those travel times to the time spent in jump space and your average merchie spends well less than 10% of their trip where someone can shoot at them.

Next, how long of a fight is the average merchie going to put up? Are they going to be in long fights with lots of missile salvos and lots of reloading? An HG2 battle has 20 minutes rounds, so those three missiles staged for each launcher in each turret are going to last an hour. A LBB:2 battle has 16.7 minute rounds, so those three missiles are going to last 50 minutes. A Mayday battle has 100 minute rounds, so those three missiles are going to last 5 hours(!!!).

Is the avarge merchie going to fight a battle long enough to even require missile reloads? And how many merchies are going to be throwing lots of ordnance downrange when each round is nearly the cost of a middle passage?

Let's face it, Captain J. Wellington Milquetoast of the subsidized merchant Carol Channing flying along his route in the Arglebargle Cluster isn't going to be involved in multi-hour, ship-to-ship, donnybrooks. He's not going to stand toe to toe with an opponent throwing missile-heavy haymakers in an attempt to knock the other guy out.

When he does get into a fight, he's going to use lasers because their "ammo" comes from his power plant, he's going to use sand because it's cheap and protects his employer's ship, and he's going to fire the occasional missile to keep the other guy honest. When he does get into a fight, he's not going to fight for long either. He knows it's going to take hours for the other guy to match courses to board, he knows he just needs to delay his opponent for an hour or so, and he knows that most systems will have SDBs and patrollers thrusting to his aid. He's not going to need to worry about reloading his missile launchers during battle because he's not going to use that many missiles and he's not going to fight for that long.

The players, on the other hand, are another kettle of fish.

Players are going to use missiles like kleenex, fight lengthy battles, and bend every effort to curbstomp their opponents. The OP's question is not how missile storage and reloading are handled aboard civilian ship. The OP's question is how the players want to handle missile storage and reloading aboard their ship.

Normal civilian ships make little provision for easily accessible extra missile storage and rapid reloading, so it's up to the players to refit their civilian ship to provide the same. Make them determine where and of what size missile magazines are. Make them also determine how reloads are moved safely and at what speed between the magazines and turrets.

This is chance to encourage roleplaying by the players. What's more, the solutions they create will suit them far better than any GM imposed system or table look ups.


Regards,
Bill
 
Great post Bill. You cut to the heart of the matter like a Great White chomping into a baby seal. ;)
 
ThunderChilde,

In the mid-80s, I was work parties on the USS Okinawa passing 3 inch shells from hand to hand, deck to deck.

Still, I agree with your point. Most ships should have the loading automatized, at least during combat. I would think this would be true even of merchants.

Perhaps it would NOT be true of ships that were initially unarmed, then added weaponry later, as is often the case with merchants....

edit: I see my last point was already made. Must read entire thread before posting.
 
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