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New Weapons for Mongoose 1e

TheDark

SOC-12
After looking at Erin Palette's TL7 Weapon Bays post (and also flipping through some MegaTraveller stuff) I got bored and made up Mongoose Traveller 1e stats for a bunch of things.

Heavy Pulse Laser Weapons
These all have the same -2 DM that was added to the Pulse Laser Turret in High Guard. They let TL-7 ships have some punch, but with terrible range and accuracy compared to higher TLs.

TypeTLOptimum RangeDamageCost (MCr.)
Barbette7Short4d61.5
50-ton Bay7Short5d610
100-ton Bay7Short8d620

Beam Laser Spinal Weapon
With the low tech level requirement for PAs this isn't really a very useful weapon, but I wanted an actual superlaser. Particle A does double the damage for an extra 500 MCr and the same tonnage/HP, so it's either for ship designers on a really tight budget or organizations that don't have PA technology.

SpinalTLRangeDamageCost (MCr.)TonsHardpoints
Laser A9Long1003000500050

Disintegrators
From the future-technology section of MegaTraveller, disintegrators ignore armor and radiation screens. Only nuclear dampers and Black Globes provide defense against their attacks (and White Globes if you're using house rules to add those to MgT1). Spinal A and the 100-ton Bay have the lowest TL requirement because those bulky systems are developed first, and refinement allows smaller systems and more powerful large systems later.

DisintegratorsTLOptimum RangeDamageCost (MCr)
Turret18Long2d65
Barbette18Long3d610
50-ton Bay18Long5d640
100-ton Bay17Long8d6150
One disintegrator fits into a triple turret, the same as (High Guard) Particle Beams.


SpinalTLRangeDamageCost (MCr)TonsHardpoints
Disintegrator A17Long2005000450045
Disintegrator B18Long2503500400040
Disintegrator C19Long3002400350035
Disintegrator D20Long3501500300030
Disintegrator E21Long4001200250025

Design notes: In Mega, disintegrators are more accurate at long range than lasers and equal to PAs and meson guns, which implies Long range. They don't inflict the extra hits of a nuclear missile, so I didn't grant them a crew hit. If I was following Mega exactly, they would be resisted by armor and nuclear dampers but inflict both an external and internal hit each time they hit, but I like them better as ignoring armor but still having to chew through the outside of a vessel before damaging its internals. For actual damage I put them one die below PAs. Heavy nuclear damper screens will mostly shake off their effect, but there's always the chance of a poor roll on the damper.
 
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