Re: "Conventional" missiles for T:TNE

By Derek Wildstar ·

TML message #5530From bundle 463Read the whole thread (6 messages)All messages with this subject

In reply to #5526 Re: "Conventional" missiles for T:TNE by Bertil Jonell
Bertil Jonell [email removed] writes:
>   Perhaps category 2 should be modified from slow shrapnel on long ranges
> to slow shrapnel on medium ranges.

OK.

>   (Back to the charge idea: The spheres has to spread with 130m/s radial to
> get to 400m in 3s.)

This will work.

>   The reason for my perservance is that I think there is need for a cheap
> non-nuke missile that works with a penalty of one difficulty level and lower
> damage and penetration. It fills a niche.

Agreed.

>   I have an nasty suspicion that a kinetic only missile would be more
> effective than a HE missile... I don't have my books here, but I think the
> energy even at closing velocity 1 would be in the nuclear range (0.1 to 10kt).

It may be.  If so, we should chuck the HE and HEAP missiles in favor of
a KEAP missile (cheaper, and lighter too!).  Could you work out this and
the nuclear missiles we discussed earlier (I *still* haven't gotten back
to that section in T:TNE --- I've been reading through it carefully, and
spending far too much time posting on the net:).  Then I'll pull it all
together so that we have everything in one place.

>   But think about the trouble to predict where that spot will be. Both the
> launcher, the missile and the target jets around at high speed and the TNE
> sand casters don't work in the 'eject a large unguided cloud of sand' mode
> of classic Traveller.

True, but blocking the missile's commo link with sand *has* to be easier
than taking out the missile with anti-missile laser fire.

>   Ok, perhaps. But not more than -1 difficulty.

You are probably right; I haven't read the complete combat rules yet.
25% is a high enough chance; I was afraid that it would be less than
that.

>   My idea was that the 'simple terminal guidance' I talk about removes the
> need for an extra mod for >5 range bands above and beyond the usual -1
> per 3 range bands.

OK.

>   Cluster warheads are also a possibility but the anti-ship effect of those
> would be inferior to cannister IMHO.

On the other hand, they could be very useful for a planetary attack
missile.  How about a series of missiles with re-entry heat-shields and
HE, HEAP, CBM, and nuclear (and probably thermonuclear) warheads?

Other possibilities: a cheap, light-weight missile with (say) about 7
G-turns of fuel and warhead, shorter endurance, etc.  Designed
to be launched from fighters at close range (in the same range band).
These can probably get by with a much simpler guidance system
(laser-designated target?).  Although the lower cost is nice, the real
goal is a smaller, lighter missile, so that a fighter could have 2 or 4
on launch rails.

Other ideas:
	The T:TNE equivalent of a phalanx gun: installed in a turret
hardpoint, this is a small, rapid-fire laser (or gatling laser).  It has
it's own sensor, and fires at anything that comes near.  It can operate
in FIM (Fully-Independent Mode) or SIM, just like a missile.  Intended
to be a defense against proximity and impact missiles, its damage and
penetration aren't much, but effective against missiles out to about
100km.
	Sensor drone: the same general size and shape as a standard
missile, but the "warhead" is the best sensor system that can be crammed
into the available space (probably with a folding array).  Communicates
sensor data back to the mother ship.  Recoverable/reusable.

[email removed]
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