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One Turret

parmasson

SOC-14 1K
Apologies if this has been done before.
It is an interesting philosophical topic.

In your one triple turret what combination would you install form the following list.

Pulse laser
Beam laser
Sandcaster
Missile rack
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It is an interesting discussion topic, but to choose we need more data


Like the type of ship, it's mission, the computer and program loadout, at least.

Or we can make cases specific and/or general like veltyen.

There, I was even more evasive than veltyen ;) Can't hit me nyah nyah (splat)
 
Flexes fingers . . .

Ok sir dodge-a-lot

You have a 100 ton, TL-12 scout/courier (original idea!)J2/2G
[edit] Mod 1 bis, softw. is up to you.
[edit again] Book 2 rules 2nd ed.

Your mission could be risky and your environment may be hostile. There is a chance of cutlass combat with an unknown number of pirates. You are not sure if it is a small ship universe but you sure hope so. Your referee is a hard core Classic Travller man and is known for his dark sense of humor.
 
Hehe, Sir dodge-a-lot
I likes that!

Arrr, zero-g vacuum dueling with a cutlass, what fun ho!

Right o then. IISS DD Scout Dan reporting for special mission as ordered. Specifics to be opened only after entering jump and mission subject to change without notice.

I'd like her set up with a combat program package of Maneuver/Evade 1, Target, Predict 3, and Anti-Missile in addition to the usual standard flight program package. And give me a full load of three pulse lasers in the turret.*

* If we're talking CT Book 2 so power draw isn't a factor ;)
 
In that case, I go sand, missile, beam. Simply because beam hits more often than pulse. Hope I can hit first and do damage.
 
In a scout?

Definitely the probe launcher, cyclic long range laser and particulate shielding emitter then.

In a far-trader?
Sand and double Beam.

In a medium fighter?
3Pulse all the way.
 
Do you use the Missiles special supplement?

If so I'd have a double missile rack with military grade warheads and a pulse laser.

Otherwise triple pulse lasers, assuming a good enough gunner.
 
Depends on TL (atleast if you use HG). At TL12 or less, power plant output is relatively low and installing lasers on the single turret of your small ship will slow its down (lose Agility, in game terms); missiles are generally better at lower TLs as they are prime ship-killers (especially if you manage to get your hands on a nuke or two). At later TLs, your powerplant can handle the lasers, and then their advantage of not needing (cargo-space consuming) ammonition is worth it.

So at TL12-, one sandcaster and two missile tacks; at TL13+, one sandcaster and two beam lasers.
 
How many crew, How many reloads? gotta load the tubes.

personally, I'd dump the air raft, drop in an auxillary power plant and use dual fusion guns.

No wait, you said lbb2, triple pulse. Staying power, no reloading.
 
Do you use the Missiles special supplement?: Yes
5G5 is Standard.

How many crew, How many reloads? gotta load the tubes.: Up to you, four rooms you know ;)
 
True, but if I only have six missiles my "staying power" is limited. That's why many SDB's have only beam armament, If your hiding for months or years at a time you really hate to run out of missiles.

Gunner: "Captain, were ot of missiles"
Captain: "Well, throw spit balls at 'em"
 
Good points, Theo!

SDBs are submarines; no room for auxiliary craft.

Just to be on the safe side, though, my system's SDBs will have a single fixed-mounted missile tube on the nose, with a trio of nukes on-board (assuming the Imperial Navy grants it).
 
Real men use triple pulse lasers.
Roleplayers use a beam laser, a missile rack and a sandcaster.
Munchkins use a salvaged Ancient disintegrator.
Loonies use triple sandcasters loaded with confetti.

Regards,

Tobias
 
Originally posted by Tobias:
Real men use triple pulse lasers.
Roleplayers use a beam laser, a missile rack and a sandcaster.
Munchkins use a salvaged Ancient disintegrator.
Loonies use triple sandcasters loaded with confetti.

Regards,

Tobias
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You need at least one laser to be able to run the anti-missile program.

Which raises a question - how many missiles can one laser fire at when running anti-missile?
Does it only fire at one, more than one but less than a certain number (probably derived from Striker), or does it fire at all missiles that make it to "contact" range?
 
Originally posted by Sigg Oddra:
Which raises a question - how many missiles can one laser fire at when running anti-missile?
I've always read Anti-Missile fire such that each defending laser gets one roll, and on a 9+ destroys one missile in contact, until the defender runs out of lasers to shoot or missiles to target -- whichever comes first...

Note also that if "contact" means "within 25mm", it would be feasible for ships in close formation to provide point-defense Anti-Missile screening for each other... YMMVIYTU...
 
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