Thread: Huscarle Cruiser From SubSector Fleets

22 posts.

Here is the description from the Book.
I was giving it 4J,4G to keep up with the Yacht. 20 Hardpoints,4 of the Barbette for Missie launchers. 5 MFD. 5 year of power plant fuel.120 missile Magazine. enough room for a company of Lift infantry with an attached platoon of Grav Tanks. 3 small craft in Grapples. 1 95 ton,1 40 ton and 1 30 ton. Has fuel scoops and a 100 ton purification plant.

Huscarle Cruiser
Designed and built by Instellarms as a larger version of the Mercenary Cruiser, the Huscarle Cruiser masses 2000t and is
available with various optional weapons fits. In its basic form, the Huscarle Cruiser functions as a transport for up to a
company of troops and can act as escort for a noble's yacht. More expensive versions are often purchased as personal
flagships for nobles, or as warships for those nobles maintaining a flotilla.
I am sorry to be taking up so much bandwith, it has been close to 5 years for me designing starcraft using FF&S. I am more comfortable with GURPS and the old LBB. I am doing the FF&S first to do the hard one fisrst. I plan on posting them all along with the Tarawa once I get them done. Tarawa is going to be a hoot to do.

Charles--

I thought your earlier message said 6G, not 4G.

In addition, I assume that this section here is a direct quotation from
some product:

> Huscarle Cruiser
> Designed and built by Instellarms as a larger version of the Mercenary
> Cruiser, the Huscarle Cruiser masses 2000t and is
> available with various optional weapons fits. In its basic form, the
> Huscarle Cruiser functions as a transport for up to a
> company of troops and can act as escort for a noble's yacht. More
> expensive versions are often purchased as personal
> flagships for nobles, or as warships for those nobles maintaining a
> flotilla.

Note that it says, "masses 2000t" which is dead wrong, so apparently even
published products screw that up. Traveller players must scrupulously
remember the difference between mass tons and displacement tons. We
typically used the term "tonnes" to be clear that we meant mass tons, and
more specifically still, METRIC tons, i.e., 1000 kg, 2200 lb (and change),
as opposed to "long (Imperial, not 3I, but real Imperial) tons" of 2240 lb
or "short (Standard US) tons" of 2000 lb. Note also that lbs are "weight"
(1 G field) whereas metric values are "mass."

In Traveller, a displacement ton is 14m3, i.e., the volume taken up by a
tonne of hydrogen. This is as opposed to the terrestrial "displacement
ton" which is the amount of water displaced by a honking big ship sitting
in it.

The seemingly innocent word "ton" is fraught with peril.

> I am sorry to be taking up so much bandwith,

Don't be. Or perhaps I should say, "from Dave's perspective, don't be," as
this is not my list, and I don't get to pretend that I make the rules. I
believe this list to be here for just the purpose you are using it: to
trade ideas and ask questions in a group of like-minded enthusiasts.

Also "from Dave's perspective," is my other assumption/article of faith:
we are all friends here. You're here, therefore you're our friend, and
friends help each other, and answer questions as accurately and honestly
as they can.

Dave

It is from Sector Fleet. I was using the 2000 tons to be the displacement
tons,ie the rating in the FF&S book.Yeah I made a mistake on the G rating.

________________________________
Sent: Sun, July 1, 2012 1:35:53 PM
Subject: Re: [Traveller_TNE] Huscarle Cruiser From SubSector Fleets

Charles--

I thought your earlier message said 6G, not 4G.

In addition, I assume that this section here is a direct quotation from
some product:

> Huscarle Cruiser
> Designed and built by Instellarms as a larger version of the Mercenary
> Cruiser, the Huscarle Cruiser masses 2000t and is
> available with various optional weapons fits. In its basic form, the
> Huscarle Cruiser functions as a transport for up to a
> company of troops and can act as escort for a noble's yacht. More
> expensive versions are often purchased as personal
> flagships for nobles, or as warships for those nobles maintaining a
> flotilla.

Note that it says, "masses 2000t" which is dead wrong, so apparently even
published products screw that up. Traveller players must scrupulously
remember the difference between mass tons and displacement tons. We
typically used the term "tonnes" to be clear that we meant mass tons, and
more specifically still, METRIC tons, i.e., 1000 kg, 2200 lb (and change),
as opposed to "long (Imperial, not 3I, but real Imperial) tons" of 2240 lb
or "short (Standard US) tons" of 2000 lb. Note also that lbs are "weight"
(1 G field) whereas metric values are "mass."

In Traveller, a displacement ton is 14m3, i.e., the volume taken up by a
tonne of hydrogen. This is as opposed to the terrestrial "displacement
ton" which is the amount of water displaced by a honking big ship sitting
in it.

The seemingly innocent word "ton" is fraught with peril.

> I am sorry to be taking up so much bandwith,

Don't be. Or perhaps I should say, "from Dave's perspective, don't be," as
this is not my list, and I don't get to pretend that I make the rules. I
believe this list to be here for just the purpose you are using it: to
trade ideas and ask questions in a group of like-minded enthusiasts.

Also "from Dave's perspective," is my other assumption/article of faith:
we are all friends here. You're here, therefore you're our friend, and
friends help each other, and answer questions as accurately and honestly
as they can.

Dave

Hi Charles,

I think 5 years fuel for the PP is too much, especially considering that most of the time the power plant is not going to be running at full capacity. The TNE standard is one year's supply, though I often shave that down to half a year myself. Ditto on the missile magazine - a merc cruiser-type vessel is going to be in serious problems if it has to fire off one full load of missiles (if they are the standard Det-Lasers) - the Huscarle as stands has six full reloads for its missile system - that is enormous.

Now talking from a support angle - having three different subcraft on board complicates maintenance. Not something dealt with in the rules, but you might want to standardise on one, maybe two craft. A hangar for one of the craft would help maintenance, and provide a bit of versatility if the owner wants to carry something different.

By the way, how do the Lift Infantry deploy? 

Eamon

________________________________
From: Charles P
Sent: Monday, 2 July 2012, 3:00
Subject: [Traveller_TNE] Huscarle Cruiser From SubSector Fleets


 
Here is the description from the Book.
I was giving it 4J,4G to keep up with the Yacht. 20 Hardpoints,4 of the Barbette for Missie launchers. 5 MFD. 5 year of power plant fuel.120 missile Magazine. enough room for a company of Lift infantry with an attached platoon of Grav Tanks. 3 small craft in Grapples. 1 95 ton,1 40 ton and 1 30 ton. Has fuel scoops and a 100 ton purification plant.

Huscarle Cruiser
Designed and built by Instellarms as a larger version of the Mercenary Cruiser, the Huscarle Cruiser masses 2000t and is
available with various optional weapons fits. In its basic form, the Huscarle Cruiser functions as a transport for up to a
company of troops and can act as escort for a noble's yacht. More expensive versions are often purchased as personal
flagships for nobles, or as warships for those nobles maintaining a flotilla.
I am sorry to be taking up so much bandwith, it has been close to 5 years for me designing starcraft using FF&S. I am more comfortable with GURPS and the old LBB. I am doing the FF&S first to do the hard one fisrst. I plan on posting them all along with the Tarawa once I get them done. Tarawa is going to be a hoot to do.
[BARD Icon] [BARD Icon] BARD PAPER: SARA5xxx
| Home <../../roberts.html> | Traveller <../../traveller.html> |
BARD <../../bard.html/> | SARA <../bardsara.html> | Huscarle
cruiser-Class Troop Transport
design by Name of designer <../../credits.html#Name of designer>
Description of the ship

Huscarle cruiser-Class Troop Transport
General Data Displacement: 2,000 tons Hull Armor: 50 Length: 94.94
meters Volume: 28,000 m3 Price: 1.34 GCr #NAME?
Configuration:Streamlined Needle (2:2:1) Tech Level: 14 Mass
(Loaded/Unloaded): 17,809.9 / 16,614.9

Engineering Data Power Plant: 8.22 GW Fusion Power Plant, 1 year
duration (822.0 m3 fuel) Jump Performance: 4 (7,000 m3 fuel) G-Rating:
4G HEPlaR (1000 MW/G), High-Efficiency CG Lifter (200 MW) G-Turns: 50
(J3: 64; J2: 78; J1: 92; 106 using all jump fuel), 125.0 m3 fuel each
Maint: 672
Electronics Computer: TL-14 Fibre-optic computer (1 MW), 2xTL-14
Standard computer (0.5 MW) Commo: Maser (1000 AU; 0.6 MW), Radio (1 hex;
1 MW) Avionics: Imaging EMS, inertial/gravitational positioning, 180
km/h NOE Sensors: AEMS (10 hex; 15 MW), PEMS (4 hex; 0.1 MW), ECM/ECCM:
EMS Jammer (10 hex;30 MW), 30 sensor decoys (10 Laser, 10 AEMS, 10
PEMS), EM Masking (28 MW) Controls: Bridge with 39 bridge workstations,
68 normal workstations, fire control center (2 workstations), Standard
Automation
Armament Offensive: 12xTL-15 144-MJ Laser Barbette (Loc:0-Arcs:0;320
MW;No crew)
4xTL-14 MissileTurret (Loc:0-Arcs:0;0.15 MW;No crew)
Defensive: 4xTL-xx Sand Caster (Loc:0-Arcs:0;1 MW;1 crew)
Master Fire Directors: 3xTL-14 (5 Diff Mods; 10 hex; 1.62 MW; 1 crew),
2xTL-14 (5 Diff Mods; 10 hex; Msl 10 hex; 1.92 MW; 1 crew)
NameShortMediumLongExtreme 144-MJ Laser
Barbette0.1:1/10-300.2:1/5-150.4:1/2-80.8:1/1-4 Accommodations Life
Support: m3 LS volume (2.76 MW), Gravitic Compensators (69.08 MW) Grav
Compensation: 5 G. Crew: 240 (2xManeuver, 1xElectronics, 68xEngineer,
9xGunnery, 6xMaintenance, 115xShip's Troops, 5xSteward, 1xMedic,
33xCommand) Crew Accommodations: 137xSmall Stateroom (0.5 kW) Other
Facilities: 3xElectronics Shop (0.6 MW), 2xSick Bay (0.8 MW) Cargo: 210
m3 (15 tons), 1 Large Hatches Small Craft and Launch Facilities: None
Air Locks: 20
Notes Total Fuel Tankage: 14,072.0 m3 (1,005.1 tons).
Fuel scoops (10% of ship surface), fills tanks in 1.26 hours.
Fuel purification machinery (1.1MW), 383.78 hours to refine 14,072.0 m3.
Crew requirements are calculated by using 'Original FFS' crew model.
11.4 MW power surplus
Damage Tables ®1996. Traveller is a registered trademark of
FarFuture Enterprises. All rights reserved.
BARD Logo Copyright ©1996 by Lawrence C. Cox.

Sorry Charles, I literally made it up in five minutes on the bus using Anti's spreadsheet and didn't save it. I'll have a go at re-creating it tonight (morning here in NZ right now and have to go to work).

--- In , Charles Popp <chaspopp34@...> wrote:
>
> I put the pp at 5 years because of just my whim. I will reduce it in the next
> try to one.
> The missile reloads I made that huge not just for Det laser but for ground
> support missiles.
> the 3 sub craft I was going with a gig,ships boat and shuttle.
> The Infantry would deploy by means of hatches from there bays,I had one for each
> platoon.
>
> Jake , I like your design. Did you do that yourself? If so can you send me the
> raw data, There is a few things I would like to tweak.
>
>

That's okay. You doing it was nice enough. I will do it on my own I just wanted
to know if I was doing the calculations correct.

________________________________
From: Jake
Sent: Tue, July 3, 2012 3:09:21 PM
Subject: [Traveller_TNE] Re: Huscarle Cruiser From SubSector Fleets

Sorry Charles, I literally made it up in five minutes on the bus using Anti's
spreadsheet and didn't save it. I'll have a go at re-creating it tonight
(morning here in NZ right now and have to go to work).

--- In , Charles Popp <chaspopp34@...> wrote:
>
> I put the pp at 5 years because of just my whim. I will reduce it in the next
> try to one.
> The missile reloads I made that huge not just for Det laser but for ground
> support missiles.
> the 3 sub craft I was going with a gig,ships boat and shuttle.
> The Infantry would deploy by means of hatches from there bays,I had one for
>each
>
> platoon.
>
> Jake , I like your design. Did you do that yourself? If so can you send me the

> raw data, There is a few things I would like to tweak.
>
>

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
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
>
>
"Great Strephon's Shorts."

I like that. I wonder what other in-game Traveller oaths might exist.

> 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

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
>>
>>
>

The fire rate for all missile turrets is 10 per combat turn or until you
run out of ammo whichever comes first.

On Tue, Jul 3, 2012 at 4:41 PM, <> wrote:

> **
>
>
> 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
> >>
> >>
> >
>
>
>

--
If the world was fair then every bad thing that has ever happened to you
would have been deserved.
So one per three minutes, which is the base abstract ROF for a laser, if I
recall.

> The fire rate for all missile turrets is 10 per combat turn or until you
> run out of ammo whichever comes first.
>
> On Tue, Jul 3, 2012 at 4:41 PM, <> wrote:
>
>> **
>>
>>
>> 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
>> >>
>> >>
>> >
>>
>>
>>
>
>
>
> --
> If the world was fair then every bad thing that has ever happened to you
> would have been deserved.
>

I must have been thinking of something else. I'm not as young as I used to be.

Derek Stanley
Sent from my iPhone...

On 2012-07-03, at 17:35, wrote:

> So one per three minutes, which is the base abstract ROF for a laser, if I
> recall.
>
> > The fire rate for all missile turrets is 10 per combat turn or until you
> > run out of ammo whichever comes first.
> >
> > On Tue, Jul 3, 2012 at 4:41 PM, <> wrote:
> >
> >> **
> >>
> >>
> >> 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
> >> >>
> >> >>
> >> >
> >>
> >>
> >>
> >
> >
> >
> > --
> > If the world was fair then every bad thing that has ever happened to you
> > would have been deserved.
> >
>
>
Yep same as a laser.

On Tue, Jul 3, 2012 at 5:35 PM, <> wrote:

> **
>
>
> So one per three minutes, which is the base abstract ROF for a laser, if I
> recall.
>
>
> > The fire rate for all missile turrets is 10 per combat turn or until you
> > run out of ammo whichever comes first.
> >
> > On Tue, Jul 3, 2012 at 4:41 PM, <> wrote:
> >
> >> **
>
> >>
> >>
> >> 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
> >> >>
> >> >>
> >> >
> >>
> >>
> >>
> >
> >
> >
> > --
> > If the world was fair then every bad thing that has ever happened to you
> > would have been deserved.
> >
>
>
>

--
If the world was fair then every bad thing that has ever happened to you
would have been deserved.
No, you were pretty close to right, Derek. Basic missile tubes take 30 minutes to reload, per FF&S. You can add auto-loaders at double the volume to cut that to effectively 0 (so 10/round), or add more tubes, but the baseline missile turret is two tubes and no auto-loaders.

So yeah, 30 minutes to reload. Which was always the first thing I dealt with on dedicated military designs.

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
>>
>>
>

Seem a bit high to me given that a standard missile turret in TNE only holds
2 7m3 missiles, and a barbette 5.

Antony

From: []
On Behalf Of John Potter
Sent: Wednesday, 4 July 2012 8:28 AM
To:
Subject: Re: [Traveller_TNE] Huscarle Cruiser From SubSector Fleets

The fire rate for all missile turrets is 10 per combat turn or until you run
out of ammo whichever comes first.

On Tue, Jul 3, 2012 at 4:41 PM, <> wrote:

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
>>
>>
>

--
If the world was fair then every bad thing that has ever happened to you
would have been deserved.

_____

No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.2178 / Virus Database: 2437/5107 - Release Date: 07/02/12



Well that makes sense but each individual turret only has 2 missiles. So
careful how you launch them!

Antony

From: []
On Behalf Of John Potter
Sent: Wednesday, 4 July 2012 8:37 AM
To:
Subject: Re: [Traveller_TNE] Huscarle Cruiser From SubSector Fleets

Yep same as a laser.

On Tue, Jul 3, 2012 at 5:35 PM, <> wrote:

So one per three minutes, which is the base abstract ROF for a laser, if I
recall.

> The fire rate for all missile turrets is 10 per combat turn or until you
> run out of ammo whichever comes first.
>
> On Tue, Jul 3, 2012 at 4:41 PM, <
<> > wrote:
>

>> **

>>
>>
>> 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
>> >>
>> >>
>> >
>>
>>
>>
>
>
>

> --
> If the world was fair then every bad thing that has ever happened to you
> would have been deserved.
>

--
If the world was fair then every bad thing that has ever happened to you
would have been deserved.

_____

No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.2178 / Virus Database: 2437/5107 - Release Date: 07/02/12

TL15 Missile Turrets (42 kl)

Component

Volume

Mass

Power

Price

2 7 kl Capacity Launchers

28.0000

14.0000

19,600 Cr.

1 Workstation

7.0000

0.2000

2,000 Cr.

1 300,000km Laser Comm

0.0070

0.0140

0.1500

56,000 Cr.

2 7 kl Missiles in launchers

14.0000

Totals

35.0070

28.2140

0.1500

77,600 Cr,

See 2 missiles per standard turret. Not really room for anything else with
missiles of this size.

Antony

Why stop there? If you do the docking rings/grapple thing, you can load them with TL-15 fully independent missiles loaded with robot brains, then launch them without having to worry about MFD capacity. All at once. "Say hello to my little friends!"

For best results, all release/ignition mechanisms should be wired into a large red button on the bridge.

--- In , "Antony Farrell" <skaran@...> wrote:
>
> 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
>

Hmm, robot brains in a virus universe...
I seem to remember a bomb in Dark Star which effectively had a god virus
"... and in the beginning god said let there be light..." boommmmm.

Antony