I'm pretty sure that it is one missile launched per turn per launcher. So
for a standard missile turret it can launch 2 missiles per turn but has to
be reloaded since it has no room for reloads in the turret. The standard
barbette has five launchers to maximum fire of five missile per turn.
For sustained action you need the bays with reload capability built in. I
normally put in sufficient launchers for an MFD to handle everything
launched ie a TL15 bay I would give 6 launchers as that is what a TL15 MFD
can control.
Antony
-----Original Message-----
Sent: Wednesday, 4 July 2012 7:41 AM
Subject: Re: [Traveller_TNE] Huscarle Cruiser From SubSector Fleets
Is there a rule that says a turret can only launch one missile each 30
minutes?
Stupid GDW.
> I became a huge fan of hull grapples for missiles in FF&S. None of
> this silly, launch 1 wait 30 minutes crap. Nope, this is a panic
> situation and we're taking him down NOW! Release all 10, guide them
> with the 3xMFD's and wipe that sucker out before he gets more than 1 shot
at us.
>
> That's just me though.
>
> Derek Stanley
> Sent from my iPhone...
>
> On 2012-07-03, at 15:41, Jeff Dougherty <>
> wrote:
>
>> 120 missiles and a price in the GCr? Great Strephon's Shorts. I guess
>> it works if subsector dukes in your TU can throw around that kind of
>> change and need to mount major military efforts, but it seems a wee
>> bit overkill for me. That's personal taste, though, some people like
>> killing dragonflies with shotguns. ;)
>>
>> The only design decision that seems odd is this: the thing's armed
>> like a junior battleship, so clearly you're taking it into hostile
>> territory, but it has to land to unload. I'd have a lot less in the
>> way of ship-to-ship weaponry and a lot more small craft in hangars,
>> to give yourself the option to deploy the troops from orbit.
>>
>> Did you fit contra-gravity?
>>
>> -JTD
>>
>> "Neil, if you had any guts you'd yell 'Oh my God, what is that
>> thing?!', scream, and then cut your mic."
>>
>> - Michael Collins on the first words to be spoken on the Moon
>>
>>
>
for a standard missile turret it can launch 2 missiles per turn but has to
be reloaded since it has no room for reloads in the turret. The standard
barbette has five launchers to maximum fire of five missile per turn.
For sustained action you need the bays with reload capability built in. I
normally put in sufficient launchers for an MFD to handle everything
launched ie a TL15 bay I would give 6 launchers as that is what a TL15 MFD
can control.
Antony
-----Original Message-----
Sent: Wednesday, 4 July 2012 7:41 AM
Subject: Re: [Traveller_TNE] Huscarle Cruiser From SubSector Fleets
Is there a rule that says a turret can only launch one missile each 30
minutes?
Stupid GDW.
> I became a huge fan of hull grapples for missiles in FF&S. None of
> this silly, launch 1 wait 30 minutes crap. Nope, this is a panic
> situation and we're taking him down NOW! Release all 10, guide them
> with the 3xMFD's and wipe that sucker out before he gets more than 1 shot
at us.
>
> That's just me though.
>
> Derek Stanley
> Sent from my iPhone...
>
> On 2012-07-03, at 15:41, Jeff Dougherty <>
> wrote:
>
>> 120 missiles and a price in the GCr? Great Strephon's Shorts. I guess
>> it works if subsector dukes in your TU can throw around that kind of
>> change and need to mount major military efforts, but it seems a wee
>> bit overkill for me. That's personal taste, though, some people like
>> killing dragonflies with shotguns. ;)
>>
>> The only design decision that seems odd is this: the thing's armed
>> like a junior battleship, so clearly you're taking it into hostile
>> territory, but it has to land to unload. I'd have a lot less in the
>> way of ship-to-ship weaponry and a lot more small craft in hangars,
>> to give yourself the option to deploy the troops from orbit.
>>
>> Did you fit contra-gravity?
>>
>> -JTD
>>
>> "Neil, if you had any guts you'd yell 'Oh my God, what is that
>> thing?!', scream, and then cut your mic."
>>
>> - Michael Collins on the first words to be spoken on the Moon
>>
>>
>