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 ?