Outrigger Turrets are mounted on masts from the hull extending horizontally. The mast can be either rigid, braced and stayed, or hinged at the hull. Also known as Weapon Modules, they are basicly two 360+ vertical turreted weapons mounts bolted together. Forecastles and Sterncastles are also good places for a single 360 + vertical mount, especially if the ship doesn't have a mast that would interfere with the line of fire.
Cost 2,200-3,000 gp, depending on what options are taken. -1 to hit when firing within 30 degrees of vertical. +1 to hit when firing between horizontal and +30 degrees because of the ability to track the enemy ship. (compare with +2 for fixed forward weapon stability of weapon platform bonus.) If more than one member of ballista crew has the specialty bonus for this weapon, both may apply their bonuses if they are trained as a team. (alternately, allow the +2 bonus if it is crewed with three specialists).
The Outrigger Turrets 'float' in the gravity plane. In this way, two ship's weapons can be placed in one module, one oriented 'up', one 'down'. The support they are attached to the ship is hinged so that regardless of the loading of the ship, the weapons modules will be on the gravity plane. Crew can be rapidly shifted between the two weapons, covering for crew casualties.
The mounts are designed for ballistae, giving full 360 in the horizontal plane, and about 110 degrees of vertical traverse. This is enabled by a counterweight which swings in the ballista support. It can fire about 5 degrees past vertical and 15 degrees below the horizontal. Near vertical shots require a bit of teamwork, because the crew member who is sighting along the ballista and controlling the vertical doesn't have the leverage to rotate the ballista. Another crew member has to use the counterweight for leverage, and follow the commands of the gunner. Clear commands and lots of practice are essential because the orientation of the gunner and the other crew may be opposite. "Turn the ballista to the left! No, my left!"
The counterweight system isn't perfect, the gunner has to use a good bit of force to hold the ballista at a particular vertical angle. With better design of the counterweights this problem should be reduced. Because he has to hold the weapon while it fires, the gunner can get an unpleasant jar as the recoil causes the weapon to lurch a bit.
All four ballistae can fire on targets to the front or rear without having to maneuver the ship. The ship doesn't need to be under power at all. (four ballista assumes a ship with two Outrigger Mounts)
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-(========+- v- Railing hoops
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- - - - - - - - - ..- - - - - - - - - - - - - - - - - gravity plane
Anchor Beam -^ ^ ^--^- Ready Ballista bolts slots
Tethers to ship. | Bolts which can be removed to dismount module
from ship.
(Not shown, ballista counterweight, would be vertical with ballista in shown position)
Top view, (optional steering fin included)
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]]]]]]]]| | () | |]|+<---+------ (axis of fin's rotation)
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^-- mast walkway to ship
ballista --^
^----^ ballista pit
rigging platform --^
fin control wheel --^
There can also be a small platform to the rear of the module for a Rudder of Propulsion, nonmagical engine, or other small craft propulsion system to enable the weapons module to operate independant of the ship.
Ballistae bolts, ~20 per weapon, are stored in between the two weapons, a crewman attaches a loop or hook to the railing, and bobs over the gravity plane to get it. During a battle, the module is crewed by 5 men, two at each weapon, (which requires two men to load and to fire in order to move the weapon fast), with one fetching ammo and watching the ship for orders. The modules are often equipped with specialty weapons: harpoons; for boarding actions, retrieving flitters for a quick getaway or pursuit, or ballistae bolts enchanted with a Magic Users' Fire Trap or a Clerical Glyph of Warding to provide extra damage. Extra care has to be used when loading these special bolts to prevent them from accidently frying the crew, so they are often only used for the initial volley.
A crack crew can fire every other round, if they have a third man to rotate the mount in line with the target while the other two load. The weapon is loaded in the near vertical position and then they only have to adjust the vertical to fire, so six men can be stationed at the platform, with 3 ballista bolts in ready slots at the base of the engine. However, it shouldn't be attempted without a crack crew, as the loaders may trip as a result of the motion of the weapon's base. A third crewman also makes vertical shots much easier.
The outrigger turret is actually an adaptation of a groundling defense platform against aerial raiders. That groundling nation now does a lively business in refitting ships with these weapons, in exchange for ships and training in how to use them. However, the modules are best used on purely wildspace ships, and their conception came from a small Wayport rock which wanted to build a better patrol navy. (See Wayport article)
A ship equipped with Outrigger Turrets can not land or safely enter a differently oriented gravity field. The modules are designed to be easily dismounted, then towed along the gravity plane to the main deck. The outrigger turrets can therefore only be easily used if the modified ship has a cargo area which is easily accessed from the gravity plane. It is usually necessary to step the outrigger turrets' support masts as well in order to land.
The Outrigger Turrets are also vulnerable to shearing attacks, having only 2-5 hull points themselves, but they can be mounted in such a way that the supports for the module will rip away before the structure of the ship they are mounted on is damaged. Some of the modules are modified so that there is more space between the two mounts allowing for more cargo space there. This modification enables the module to be detached for extended duty, for which they also have small masts and pontoons to enable the module to shift orientation and to maintain gravity similar to when it is attached to a larger ship.
The Outrigger Turrets' masts can be designed to support rigging as well. This means the masts have to be a bit stronger, as the original module mast was hinged at the hull to allow the module to bob in the gravity plane. It will also need stays to hold the mast and transmit the torque from the steering fins.
The following ships served as partial inspiration for the Outrigger Turrets: Cuttle Command, Octopus and Antilan Crystal ship. They all have weapons mounted on masts to provide a larger firing arc without interfering with the rigging. I figured, why not get two weapons mounts for the price of one and a better firing arc as well?
Deck mounted weapons: most common type, easily serviced, reloaded, crew can be shifted to damage control, rigging or boarding parties quite readily.
Disadvantages: exposed, interferes with rigging, limited firing arcs if the ship has a mast. Vulnerable to shot and debris from above, falling into the ship's gravity plane. (aka Strafing attacks) I've seen a picture of a Hammership in the Astrogator's Guide to Astromundi Cluster (pg 32), where there is a rope from the bow to the mast directly in line with the Forward Catapult. That is, the artist's conception of the proper rigging of the Hammership is to use the Forward Catapult to break their own mast!!!
Hull mounted weapons: Mindspiders, Death Spiders, Antilan Crystal ships, Clippers and many others have these. Advantages, the crew is firing from inside the hull, and so are even less exposed than an armored deck turret.
The main disadvantages are the very limited firing arc, as providing enough room to turn the weapon, especially in the vertical plane would eat up a lot of space.
Railing mounted weapons: conserves deck area, can extend beyond hull.
Disadvantages: Same as deck mounted weapons, may have a better firing arc though.
Side mounted weapons: Not a very common type, although there are a lot of advantages to mounting weapons at the gravity plane. They are a lot easier to move around and have a great potential firing arc.
Disadvantages, generally not suited to ships which make water landings. Eat up a lot of hull space. Generally can't fire to the Front or Rear, the most common engagement angle. Large hull piercings reduce hull strength, so if the weapon is inside the Hull it has a smaller firing angle, or if it is on a small deck outside the hull, it is similar to wing deck mounted weapons.
Mast mounted weapons: Excellent for sniping at the enemy decks when boarding, great firing arcs.
Disadvantages: No cover, vulnerable to shearing attacks, makes the masts top heavy. Hard to resupply.
Wing tip and wing deck mounted weapons: Great firing arcs, easy to resupply, can fire forward and rear and sides.
Disadvantages: No cover, vulnerable to shearing attacks, vulnerable to strafing attacks (dropping things into the gravity plane), provides staging area for enemy boarders. Rigid wings can make it harder to load cargo.
Outrigger turrets: Great firing arcs, forward, rear, sides. Enables ships designed for a water landing to have heavy weapons covering their bottom.
Disadvantages: No cover, vulnerable to shearing, strafing attacks. Hard to move back and forth to main hull during maneuvers. (Railings are optional) The outrigger spar can interfere with loading cargo, (or act as its own dock)
Typical equipment on board the Weapons Module:
As the distance between the two weapons can be between 3' and 10', a larger module could have a small kitchen, right at the gravity plane, and room inside for some hammocks.