A medley of missiles

locarno24

Cosmic Mongoose
Right. Following on from some comments/ideas etc that have popped up in a few recent threads, I thought I'd see about putting together a S&P article on missiles.

Call me old-fashioned, but I'm a fan of ordnance. I like Honor Harrington, I like Andromeda, and I like Battlestar Galactica, and ultimately I like the idea of putting more bite and flexibility into Traveller's missile arsenal.

There have been a few ideas I've had floating around, and I thought I'd like a thread to (a) lay out the general concepts and (b) see if anyone else has any particular suggestions to throw in.

Current options (ignoring ortillery)

Missiles
Missile (10G, D6 damage)
Smart Missile (10G, D6 damage)
Nuclear Missile (10G, 2D6+Radiation damage)
Multi-Warhead Missile (8G, D6xD6 damage)
LRM (15G, D6-1 damage)
Shockwave Missile (10G, Sand clearance)

Heavy Missiles
Heavy Missile (10G, 4D6 damage)
Nuclear Heavy Missile (10G, 6D6+Radiation damage)
Bomb-Pumped Heavy Missile (10G, 6D6 damage)

In addition, higher TL systems allow for:
1) up to 40% reduction in size - I would argue that this is likely to apply to the missile instead of/as well as the launcher, which then gives a double advantage that TL9 missiles can be packed 20 per dTon of magazine space.
2) Accurate
3) High Yield or Very High Yield


And the following launchers

Missiles
Fixed (x1, x2, x3)
Turret (x1, x2, x3)
Bay (x12)
Large Bay (x24)

Heavy Missiles
Fixed (x1) - small craft only
Barbette (x1)
Bay (x3)
Large Bay (x6)

I can see a few obvious missing options straight off - there is no reason, for example, that a bomb-pumped variant of the standard nuclear missile is impossible, nor is a multi-warhead or high-G equivalent of the conventional heavy missile.

Equally, one would think that the relative size means it would be easier to fit quite a sophisticated computer package on a heavy missile, making a smart heavy missile either less technically challenging or significantly 'smarter'.


Other things that have been mentioned recently fall into the 'dirty tricks category':

Counter-missiles (kinetic kill)
Counter-missiles (nuclear flash)
Countermeasures missiles (decoy launchers)
Countermeasures missiles (IR laser strobe)
Low Signature missiles (low radar cross-section, directed IR radiation)


Other things I can think of in the missile types:
Volley Missiles
Analogous to using a multiple launcher for CR-70 or SNEB (in this case guided but not especially smart and with a short powered - i.e. effective - endurance) Small warhead means not great against armour but massive rate of fire means effective against weakly armoured targets and very good at overwhelming point defence. With relatively little design work you could probably throw them three-at-a-time through a conventional launcher.

Armour Piercing
Conventional warheads are supposedly fragmentation/kinetic kill. It should be possible to increase the ability of such a weapon to penetrate armour (e.g. including some crystaliron/bonded superdense penetrators in the fragment cloud), but doing so will reduce the total number of fragments and hence (potentially) the gross damage inflicted. What it will do, is increase the chance of those fragments punching through armour.

Alternatively, one can set off the fragmentation at closer proximity (think of it as a shotgun blast), but this will entail getting closer to the ship and hence potentially giving point defence an extra shot at it depending on recharge times (a PD laser would never not fire until it has an easier shot as you can't be certain that a proximity fuze is set for 'close' until too late).


Medium Missile
In addition, an intermediate weight weapon was mentioned - somewhere between a missile and heavy missile. The diminishing returns on power to mass/volume is going to be somewhere between square root and cube root (every blast/fragment velocity model is generally somewhere along those lines).

Using a highly unscientific guess, I'll split the difference. Using a 2.5th power root, it works quite nicely - the 12th of a dTon missile is almost dead on a quarter of the 2.5 dTon heavy missile.

A missile providing 3 dice, by the same back-of-fag-packet model, weighs in (volumes in?) at 1.25 dTons, so half that of the torpedo, whilst a non-nuclear 2D6 missile requires 0.5 dTons of space. By comparison, some putative 5D6 super-conventional-torpedo would require 5dTons by itself.

I'm worried that that is, game-wise, a 3D6 weapon with half the space requirements of a heavy missile might be a bit too good, though.




New launchers
Obviously if there is a change of missile weight, then launchers need to be re-scaled. the current launchers seem to scale in proportion to the damage roll, which is as good a rule as any to work with. That would, for example, make a 3D6 missile fire at 1 per barbette, 4 per small bay, or 8 per large bay, which compares well with existing weapons.


The other possible things which have been mentioned are:

VLS systems/Box launchers
I'm not sure about them as previously mentioned, but a non-reloadable system must gain an advantage for a short-term engagement. I have an idea resembling fast reload racks - get barrage 1 & 2 in the air during turn 1, but you can't reload the racks to do it again without ceasing fire for a couple of turns.

Pod launch
A similar idea, pinched from Honor Harrington - essentially missiles clustered around a bunch of passive sensors, a comms relay and some manouvring thrusters. Provided the package is small enough to be jettisoned through a cargo hatch, then you have a way of providing a significant first strike launch, or else adding some standoff bombardment capability to a fleet's logistics ships akin to the cargo bomber concept. The size of the pod (and hence the missiles contained) and the number which can be rolled simultaneously would be dependent on the number of cargo hatches, which according to the design rules is sufficient to dump 10% of your cargo space in one go. Provided the pods are 1-2 dTon affairs I can't see this being a problem - unless you want to get really nasty and have 3dTon containerized heavy missile pods.

High velocity launch
The missile barbette has been mentioned, but as mentioned, unless a missile leaves a ship at a relative velocity on the same order of magnitude as the relative velocity of the target it's irrelevant if the launcher can traverse. However, there's no reason why it can't - essentially incorporating railgun-like mechanisms into a barbette launcher, the rate of fire won't improve much over (say) a triple turret, but the initial velocity will be quite scary, especially if said launcher is kicking out 15g LRMs to boot. The default missile would almost certainly require some internal reinforcement and redesign, so you'd have to use a specially designed round, but the reduction in time-to-target might well be worth it.


Any other suggestions for missile concepts welcome - be they attack missiles, counter-missiles, countermeasures missiles, or launcers.
 
locarno24 said:
Right. Following on from some comments/ideas etc that have popped up in a few recent threads, I thought I'd see about putting together a S&P article on missiles.
Looking forward to reading the finished article in S&P :)
 
Cheers. I've only just got to the stage of 'wouldn't it be nice if?' - haven't really found out about the logistics of it at all.




This thread is just doing a bit of a brain dump since I know that there are plenty of other people with either a scientific/engineering background in general or a rocketry/ordnance background specifically around here. Equally looking for inspiration from same - e.g. you could fit a computer running Intellect/1 and Expert/2 to a heavy missile without breaking the bank....but then what would dirty tricks would you be using it for?


A certain amount of conceptual license is inevitable but complete bizareness isn't the aim - the costs involved, for example, mean that some sort of jump missile is unlikely as you would need a disposable jump drive.

Which, helluvashock as it would be (arriving before the 'muzzle flash', after all) for a 1Ls + range engagement outside the 100D limit, is not something even the imperial navy can afford to fill magazines with, even if they can build one that small.



I think the wierdest one I've thought of so far was a heavy missile delivered combat drone. It's going to need a hell of a lot of protection to survive an impact without essentially disintegrating, but provides interesting options if you can do so. I've seen the concept before but can't place where.
 
locarno24 said:
Call me old-fashioned, but I'm a fan of ordnance. I like Honor Harrington, I like Andromeda, and I like Battlestar Galactica, and ultimately I like the idea of putting more bite and flexibility into Traveller's missile arsenal.
.

Did someone clone me while I wan't looking :shock:

Current small missiles are probably too small to fit a bomb pumped laser into, they are 50kilos or so which with a drive and a dinky nuke warhead doesn't leave much room. Not at all sure where they get the room for a multi warhead type either :D

Some ideas for medium missiles to go with the torps (arriving later).

Ecm Missile, provides protection for a missile salvo (fire from a single battery etc only), -1 against targeted ship only. Can be stacked to increase power to max of (1 + tech level diff of firer/target).
Absolute max is -5 regardless of tech differences.
I.E. A salvo of 20 mediums with 5 ECMs from tech 15 Imperial ship against tech 14 Zho target. Max effect is -2 so the missiles can lose 3 ECMs without ill effect, the forth and fifth will drop the ECM. Missiles in a salvo are targeted and destroyed randomly as the ECMs or Jammers cannot be identified seperately.

Counter missile, Kinetic. Thrust 20, one turn endurance. Engages a target out to long range in one round. On hit it will kill any incoming missile (small/medium/heavy torp)

Jammer missile. Broad area jammer. Will provide a -1 ecm effect to all missiles in the salvo to every enemy ship. Power for 6 mins only (one turn) only. See ECM above. Can be preprogramed to come on in any turn or controlled by a dedicated ECM officer if the firing ship has one.

All medium missiles being large enough to have a decent comm unit installed gain direct benifit from the firing ships Eccm (sensors) and missile control officer's guidance.
 
Not at all sure where they get the room for a multi warhead type either

Apparently, by taking up part of the drive. Although the fact that they can still make 8G suggests the warheads would be ridiculously small, as you must be generating 6 times as many fragments.

All medium missiles being large enough to have a decent comm unit installed gain direct benifit from the firing ships Eccm (sensors) and missile control officer's guidance.

I'm not sure that at very long or distant range this would be terribly helpful - you've got real-time SOL delay, which might take away any benefit you gain (and then some).

That said, comms-equipped missiles can be made quite devious (see previous comments about a small Intellect/1 system. Networking together the missiles in a barrage (so they have their own wide-baseline sensor array and a sort of gestalt Expert Gunner/3 might work nicely - one imagines that this is partly what the smart missile represents, but this form would rely on the number of missiles in a barrage. Start patching ecm, shockwave, decoy and sandcaster missiles into the same network and you essentially have a smart barrage that can manouvre in a disconcertingly intelligent manner and actively fight to protect its offensive strength.

Potentially one smarter than the gunbuster who launched it :D



I'm more looking for concepts rather than rules at the moment - like the ECM missile idea but my one concern is that things be proportional; one ECM missile would not, I would imagine, provide the same protection to a tsunami-like barrage of 192 missiles from eight heavy bays as it would to a small, tight salvo of six from two triple turrets.
 
Captain Jonah said:
Counter missile, Kinetic. Thrust 20, one turn endurance. Engages a target out to long range in one round. On hit it will kill any incoming missile (small/medium/heavy torp)

The MAX range of 20G/1 turn is 12713 km. That considers only straight line movement. Medium range would be more accurate. I like the concept though. But, point defense would be great.
 
locarno24 said:
In addition, higher TL systems allow for:
1) up to 40% reduction in size - I would argue that this is likely to apply to the missile instead of/as well as the launcher, which then gives a double advantage that TL9 missiles can be packed 20 per dTon of magazine space.

I would think it would only apply to the missile if the missile itself was increased, thus costing more for ammunition as well.

locarno24 said:
2) Accurate
3) High Yield or Very High Yield

More options then that. Easy to Repair and Resilient would both apply to missile launchers as well.

locarno24 said:
Heavy Missiles
Fixed (x1) - small craft only
Barbette (x1)
Bay (x3)
Large Bay (x6)

And a torpedo barbette can not be fitted to small craft.
 
Maybe the stealth coating could be applied to missiles, giving a - DM to hit them with point defence.
 
Medium it is

With torps I am looking at four points of effective armour meaning 1-4 does nothing with a 1D weapon and 5-6 does the point of damage needed to kill the torp. Kinetic or nuke counter missiles auto kill any missile or torp. Not much need to manover if the target missile/torp is coming straight in. Be harder to hit an evasive missile.
 
Captain Jonah said:
Medium it is

With torps I am looking at four points of effective armour meaning 1-4 does nothing with a 1D weapon and 5-6 does the point of damage needed to kill the torp. Kinetic or nuke counter missiles auto kill any missile or torp. Not much need to manover if the target missile/torp is coming straight in. Be harder to hit an evasive missile.

Sounds about right. Since missiles in trav (high G of use against fast warships) use reaction fuel and not grav, there is a nice hot exhaust plume to home in on so coating of the missile does nothing.
 
DFW said:
Sounds about right. Since missiles in trav (high G of use against fast warships) use reaction fuel and not grav, there is a nice hot exhaust plume to home in on so coating of the missile does nothing.

Traveller Core Rulebook said:
A stealth coating absorbs radar and lidar beams, and also disguises heat emissions.

According to that it does do something even with heat.
 
AndrewW said:
DFW said:
Sounds about right. Since missiles in trav (high G of use against fast warships) use reaction fuel and not grav, there is a nice hot exhaust plume to home in on so coating of the missile does nothing.

Traveller Core Rulebook said:
A stealth coating absorbs radar and lidar beams, and also disguises heat emissions.

According to that it does do something even with heat.

Yep, emissions from the hull. Not from what has been ejected from the hull...

Unless, you hold that tossing a person out of the airlock of a ship with that coating then masks the IR of the person in the Vacc suit.... :)
 
Stealth from the Main Rule Book is Mcr0.1 per ton and -4 to sensor lock on which is very good on a 2D system. It covers Ladar, Radar and thermal or so it says.
Aside from the cost which is Kcr5 per missile or there abouts. Normal missiles cost Kcr15 per 12 missiles, stealth ones would be about Kcr75 per 12. A tad expensive for the fleet.

Besides as DFW says, a missile running flat out isn't trying to mask its signiture, it is burning out its drive to achieve maximum speed and giving off one heck of a signiture in the process.
 
Didn't say it would be cheap. As for the heat even with current technology there are solutions for that with aircraft, not saying the stealth coating would be used by itself.
 
AndrewW said:
Didn't say it would be cheap. As for the heat even with current technology there are solutions for that with aircraft, not saying the stealth coating would be used by itself.

Actually aircraft can't do anything once the exhaust leaves the plane. The B2 does some premixing with external air but that isn't a possibility in outer space. Looks like the MGT coating is designed for space craft in a hiding mode.
 
DFW said:
AndrewW said:
Didn't say it would be cheap. As for the heat even with current technology there are solutions for that with aircraft, not saying the stealth coating would be used by itself.

Actually aircraft can't do anything once the exhaust leaves the plane. The B2 does some premixing with external air but that isn't a possibility in outer space. Looks like the MGT coating is designed for space craft in a hiding mode.

Certainly not a complete solution no, but it does help to reduce the heat signature.
 
Missiles! :)

Yes, the missile system is, umm, well, bad in Traveller. It always has been, but again I think its a legacy from the original design. Which is funny because games like Starfire came out after Traveller and they had very interesting missile technology.

Personally I'd lump missiles into Standard (existing missile), heavy (2x size), Capital (5x size), and the old torpedo would make a comeback as a separate missile (like 10x, and could be fitted with all sorts of neat things).

Then you could give missiles different drive systems, like making a booster adapter to give it 2x, or 3x range. And I think a TL15 missile would be better than a TL14, and better than a TL13, etc. Higher tech levels should give you fun stuff like smaller, longer-duration drives, bigger warheads, but keeping the missile the same size. It's like today you have a Standard Missile -3 (SM-3) that can hit targets in low earth orbit. Didn't have that capability or technolgy with SM-1. So why don't Traveller missiles get better with TL? (don't answer.. I know!).
 
AndrewW said:
Certainly not a complete solution no, but it does help to reduce the heat signature.

Absolutely. But, only if you are in atmosphere so not really applicable here.
 
DFW said:
AndrewW said:
Certainly not a complete solution no, but it does help to reduce the heat signature.

Absolutely. But, only if you are in atmosphere so not really applicable here.

As currently used yes. But it's possible something like this could be adapted for use on space based missiles. Some sort of cooling unit perhaps.
 
AndrewW said:
As currently used yes. But it's possible something like this could be adapted for use on space based missiles. Some sort of cooling unit perhaps.
Do missiles with a gravitic drive have any exhaust at all ? :?

As I see it, the only heat source would be the battery or power plant, and
it might well be possible to at least partially hide it behind some cooling
system.

The rules state that intelligent missiles can follow their targets until they
hit or are destroyed, and to me this does not look like missiles using nor-
mal reaction drives and fuel, because such missiles would have to either
be very large (which they are not) or to have a limited propulsion time
(which, according to the rules, they do not).
 
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