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Bandersnatch2

Vampire-Launch Torpedo Tubes

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This is a custom archeotech component that I've had in mind for a while. When you consider just how terribly massive the voidships are, 60-meter torpedoes really aren't all that big. They pack a helluva punch because they use unstable plasma warheads and other suitably calamitous weapons of horrific destruction. In Battlefleet Koronus, we're told that the reason torpedoes can only fire in the fore arc is that "the forces exerted upon a vessel when firing a salvo of torpedoes are such that only certain mounts can properly contain them." Essentially, you're lighting off an unshielded plasma drive, the engine of the torpedo, inside your ship, which presents a problem unless its countered by forward thrust and the launch tube is very heavily shielded. However, I am less than satisfied with the restrictions on how torpedo bays may be mounted and fired. While it makes sense given the technological recession of the Imperium, I decided to create an alternative inspired by modern cruise missiles and ICBMs. Enjoy!

Vampire-Launch Torpedo Tubes

A magnificent wonder of ancient technology, these systems where once the staple weapons of warships throughout the galaxy, but have grown extremely rare since the early days of the Imperium. "Vampire-Launch" torpedo tubes refer to a type of torpedo launch system, rather than a specific pattern. They use esoteric ejection systems to throw the torpedoes unlit into the void, oriented in whichever direction the master of ordnance desires, and awaken their plasma engines and machine spirits remotely once clear of the ship's shields. The most simple system for doing this consists of electromagnetic grapnels which eject the torpedoes based on the precise calculations of advanced cogitators to determine the roll, pitch, and yaw which must be achieved with the throw to put the torpedo in the correct position. More advanced systems utilize gravity tethers or spray torpedoes in psycho-reactive foam which allow cabals of trained psykers to telekinetically lift each torpedo into the correct position. In any case, this both allows torpedoes to be launched in multiple directions, and allows torpedo bays to be mounted in a variety of locations throughout the ship, which need no longer endure the massive energies of internal torpedo launch.

Mechanics: Vampire-Launch Torpedo Tubes can be a modification of either Gryphonne-, Mars-, or Voss-Pattern Torpedo Tubes. Increase the Power requirements of the Component to a value equal to the Strength value of the Component, and increase the Ship Points necessary to purchase it by +3. Vampire-Launch Torpedo Tubes may be placed in any Weapons Slot (including Dorsal, Port, and Starboard), and no matter what slot they are installed in they may launch their torpedoes in any direction they choose. However from then on out, the torpedoes travel in a straight line and follow all the normal rules for torpedoes. 

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Nice idea.  I am allready having images of a torpedo frigate, with a pair of voss pattern vampire launchers mounted dorsal.  Or even more fun, a repulsive class with long range guns dorsal and prow, the port and starboard mounts being hangar bays and vampire launchers.

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Go for it!

Glad to see someone beyond me and Hygric have an opinion on it. cool.gif

 Though from following your link, it sounds like there might be some confusion as to the Component's power requirement? Let me see if I can clarify.

  • Vampire-Launch Voss-Pattern Torpedo Tubes have a Power consumption of 2.
  • Vampire-Launch Gryphonne-Pattern Torpedo Tubes have a Power consumption of 4.
  • Vampire-Launch Mars-Pattern Torpedo Tubes have a Power consumption of 6.

Power consumption is equal to the Strength of the Torpedo component. Voss-Pattern shoots 2 Torpedoes, so the total Power required for a Vampire-Launched Voss Tube is 2.

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My only concern here is that they already pay the power for the component, which is no more than 2 to launch all 6 in a 6 tube array.  Also, they may fire any number of torps up to the maximum number of tubes and still pay 6 extra for a 6 tube array or 4 for a 4 tube array?  It seems out of whack a bit.

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I don't understand. The "Vampire-Launch" system is meant to work like the archeotech Modified Plasma Drive, in that it applies its affects to a single Torpedo Tube component. They're Archeotech, and just as you cannot move the "Modified" benefit from one Plasma Drive to another, you cannot move the Vampire Launcher from one Torpedo Tube to another. If you want a second Vampire Launch Torpedo Tube set, you have to find one or build one. Let me see if I can state this again:

  • If you've got a Voss-Pattern Vampire Launched Torpedo Tube Component, it needs 2 Power to function. Not 1 as is normal for Voss-Pattern Torpedo Tubes.
  • If you've got a Gryphonne-Pattern Vampire Launched Torpedo Tube Component, it needs 4 Power to function. Not 2 as is normal for Gryphonne-Pattern Torpedo Tubes.
  • If you've got a Mars-Pattern Vampire Launched Torpedo Tube Component, it needs 6 Power to function. Not 2 as is normal for Mars-Pattern Torpedo Tubes.

In the same way that a Modified Drive takes an existing Drive and applies permanent modifiers of -4 Space required and +1 Speed to the ship it is installed in, a Vampire Launcher takes an existing Torpedo Tube Component and applies permanent modifiers of +1 (in the case of Voss), +2 (in the case of Gryphonne), or +4 (in the case of Mars) Power required by the Component to function, and allowing the Component to be installed in any location and fire in any direction.

Is that any clearer?

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