MasterGwydion
Emperor Mongoose
So, functionally, game-wise, there is no real difference? Thank you.You can get either type.
So, functionally, game-wise, there is no real difference? Thank you.You can get either type.
As is usually the case, it is edition specific...
the usual types are fission, fusion, and enhanced radiation...
You enhance the radiation of a bomb, it still has its original blast yield. So yes, you can make an extremely low yield bomb and enhance its radiation production, but the word "minimal" is open to interpretation...
You could squeeze the neutrons along a (horizontal) gravitational plane.
An Enhanced Radiation bomb is just a dirty bomb guys. Don't overthink it. Low-yield explosive (when compared to a nuclear explosion) with lots of radioactive dust to irradiate lots of people. Primarily a weapon of terror and not a very effective battlefield weapon.As I recall, the idea behind a (modern) Enhanced Radiation Warhead is/was one of the following:
A Standard modern warhead uses the following set-up (or some minor variant of it):
- A U235 Fission trigger to initiate:
- A D-T Fusion reaction, which in turn produced high energy neutrons (n0) as a byproduct that could be used to:
- Fission Trigger a U238 jacket.
Enhanced Radiation Warheads:
I) Basic Neutron Warhead ("Neutron Bomb")
An Neutron Warhead would omit the U238 jacket and scale down the yield of the U235 Fission trigger / D-T Fusion reaction so that it did relatively "minimal" (local) physical damage, but rather sent its Fusion-byproduct neutron burst (n0) to the environment (and damaged biological tissue and/or radiation sensitive electronic equipment and magnetic storage media).
II) Cobalt-Warhead
The other option is to replace the outer U238 jacket with a Co59 jacket, so that the byproduct high energy neutrons (n0) transmute the jacket into a vapour of radioactive Co60 which settles out as dust and is a reasonably intense beta and gamma emitter for a half-life that is longer than typical for most fission by-products. It can come in three primary configurations:
So "Enhanced Radiation" could be either "Low-Yield" or "Medium-Yield" for its size class in terms of primary thermal/blast damage, based on design choice. The Radiation Enhancement should be a multiplier based on those values.
- Tactical Cobalt Bomb: Used to destroy specific targets, such as military bases or industrial facilities, these bombs release lower amounts of radiation.
- Strategic Cobalt Bomb: Designed to destroy entire cities and regions, these bombs release massive amounts of radiation into the environment.
- Neutron-Induced Cobalt Bomb: This type of bomb uses neutron radiation to induce nuclear reactions in the cobalt-60 core, releasing even more radiation.
Most settlements TL-12+ already have Nuclear Dampers, so there would be no salvage since there would be no radiation. Less than TL-12 and there is not much to salvage for a TL-12+ civilization to salvage. Think about Us salvaging 1960s technology. We'd be able to melt it down into its raw materials, but not much more than that. 1960s technology has almost no resale value in today's market.We also have nuclear dampers to clean up the aftermath.
Consider the how much salvage we could pick up.
Actually, no.An Enhanced Radiation bomb is just a dirty bomb guys. Don't overthink it. Low-yield explosive (when compared to a nuclear explosion) with lots of radioactive dust to irradiate lots of people. Primarily a weapon of terror and not a very effective battlefield weapon.
Classic Traveller? So, in other words, they don't actually exist anymore in MgT2. Unless there is a MgT2 source you can cite? Seems like the only rules that exist for them are in editions other than MgT2.Actually, no.
A dirty bomb is NOT an Enhanced Radiation Bomb/Warhead because a dirty bomb is not "enhancing" anything. A dirty bomb is the cheap/terrorist alternative.
An Enhanced Radiation Warhead (proper term) is exactly what I described above, and fits with the yield description for them (so called) in CT: JTAS Special Supplement 3: Missiles.
Please see:
Classic Traveller? So, in other words, they don't actually exist anymore in MgT2. Unless there is a MgT2 source you can cite? Seems like the only rules that exist for them are in editions other than MgT2.
NOTAre nuclear missiles in Traveller fission or fusion?
Are nuclear missiles in Mongoose Traveller 2nd Edition fission or fusion?
Almost all of My statements refer to MgT2, but I apologize for not being more detailed in my post.Your initial question was:
NOT
I could delve into the MgT2 sourcebooks containing Starship weapons and expansions to them to see what versions and derivatives of nuclear missiles exist in MgT2 explicitly across the various publications, but I frankly do not have the motivation to do so.
And that in any event is not saying that they do not exist anymore in MgT2. They exist in both CT canon publications and in the Real World. So they will exist somewhere in MgT2' s version of Charted Space, whether currently explicitly detailed in sourcebooks or not. They may require a write-up or a house-rule in the meantime. - Basically you would take a nuclear warhead, lower its general thermal/kinetic yield by some amount, but increase its secondary radiation damage by perhaps double or triple the new lower thermal/kinetic yield, and let it persist with some recurrent damage value if it is in a particular environment.
Almost all of My statements refer to MgT2, but I apologize for not being more detailed in my post.
As to they do exist but there are no rules for them. In a game system defined by rules, as most game systems are, if you have no rules for something, then it doesn't exist. The fluff can be written about it, but the players will never feel the mechanical effects of it since none have been written in the rules that We have.
Not sure why they aren't in High Guard as that would be the location that makes the most sense for shipboard weapons to be. Or are they not a shipboard weapon?
@WHULorigan beat me to pointing out how nukes actually work, but let me add that the fusion reaction does not produce explosive effects, but rather causes addition fission reactions (in the 238U stage) which do.
Hence a thermonuclear device is fission-fusion-fission. The (typically) 239Pu is deonated by implosion, usually boosted by a tritium canister in the core (boosted fission), and the neutrons bombard 6LiD which fissions to T (releasing the D) producing a lot of fast neutrons. These in turn can fission 238U or, if you omitted the 238U jacket, the released fast neutrons can kill be radiation.
The explosive effect of a nuclear device is caused by the X-rays released. X-rays interact with deep core electron shells of matter which is ionised, and excited into plasma. This plasma produces the fireball, shockwave etc. Gamma also causes ionisation but the attentuation of gamma in air is small, and it doesn't produce an explosion, but does produce the EMP in certain conditions.
In space, there is no air. In the atmosphere the X-rays excite the air producing the fireball etc. In space the nuke is simply a strong point source of X-rays (and gamma and some neutrons). The effect really depends upon the X-ray flux, because if high enough (i.e. the nuke is close enough) the exposed layers of the targets hull will flash to a plasma, were devastating effects. If further away, the nuke becomes something more like a solar flare at distance in intensity, a hazard to electronics and sensors, but not some that will explode you.
The reality is that for most nukes they are lethal at 10 m, annoying at 100 m, and a flash on the sensor console if them go off 1 km away.