1. The rules state that torpedoes '...can be defended against using
standard anti-missile countermeasures.' Point defence against ortillery
torpedoes gets either a +2 or +1 bonus, depending on whether you read
the words or look at the tables, while bomb pumped laser torpedoes
inflict a -2 penalty. Standard and nuclear torpedoes have no penalty or
bonus. The core rules state that point defence is a standard Gunner
(Turrets) check and that sandcasters are as effective as lasers,
provided the missile is fired from at least medium range. Sandcasters
can also fire chaff at a target at close or adjacent range, which
imposes a -1 penalty on all missile attack rolls. Use of missiles in
point defence is, so far as I can tell, not covered.
2. As a fixed mount on a small craft, each torpedo occupies 2.5 dTon. A
50 dTon bay can fire three per turn, a 100 dTon bay, 6 per turn.
3. There are, so far as I can tell, no rules dealing with how fast they
move - the only specific information is that ortillery torpedos are
slower and '...move at the same speed as a multi–warhead missile.'
Range data:
Turns to hit
Core rules HG HG HG
To hit Standard Standard Long range Multi-warhead
Adjacent* -3 - - - -
Close -2 - - - -
Short -1 1 1 1 1
Medium 0 1 1 1 1
Long 0 2 1 1 2
Very long 0 5 3 2 3
Distant -2 10 5 3 6
* -2 if being launched from a small craft
Damage is: Standard torpedo 4d6, Nuclear and Bomb pumped 6d6, Ortillery
8d6/-2 to hit
I think I've got everything there :-)
David Shaw
On 09/10/14 21:36, Ian Whitchurch wrote:
> OK, taking the Mongoose Traveller torpedo, I've got three questions.
>
> One, what are rules for counter-battery fire against that torpedo
> with a smaller missile, sand or lasers,
>
> Two, how many of those torps can we fit in a 50 dton bay, and
>
> Three, how long does it take to get from the launch point to the
> target ?