Laser energy on 50 tons of metal. Theoretically you can do the interception by continuously firing even with a turret based weapon - but how long do you think you need to do this? Because a weapon coming in at you at 5,000 km/s is going to completely cross your weapon range in 20 seconds if you are stationary (weapon range 50,000 km each way for a total firing radius of 100,000 km). If you are moving out to intercept then your velocity comes in to play as your momentum is carrying you in the wrong direction (ie. if you are moving out at 3,000 km/s the time you can fire that laser is now down to 12.5 seconds before the target is out of range again). I really don't think just seconds of firing at an incoming object will be enough with lasers typically in use. The proposed weapon is made entirely of crystaliron. The temperature of the weapon after launch and the boiling point are not defined (imaginary material) but how many megawatts are put into that laser that it is going to so rapidly change the energy state. I've applied physics and done some math. Could a laser interception work on a titanium missile at that speed?
One thing that the math is clear is that the kinetic energy of a 50 ton missile at 5,000km/s 1.25 x 10^18 Joules. A 10 kg cannon ball thrown at that missile to intercept it at 500 km/s has a kinetic energy of 2.5 x 10^12 Joules. Now that is one hell of a cannon ball but, really, it is still quite negligible in relation to what it is trying to intercept. You know, I have the technologicial capability to intercept an oncoming freight train with a rifle. Means I can hit it. Doesn't mean I
can stop it.
I do stand corrected on one of my calculations as I further checked facts. I was taking the kinetic energy against 50 tons to create a changed vector. This is an incorrect application of the Law of Momentum Conservation
http://en.wikipedia.org/wiki/Momentum. Apologies for not catching this earlier. I'm not a physics major.
The correct calculation for conservation of momentum uses just mass times velocity (momentum, not kinetic energy). The sum of the mass times velocity of the objects colliding must be maintained. So that high velocity cannonball, if it bounces off the oncoming missile at a velocity of 6,000 km/s (faster than the kinetic missile) that leaves 50 tons of incoming mass travelling at 4,998.9 km/s. At an 1,100 m/s difference in velocity, this changes the distance at which the course correction will miss target by more than 4,000 km (missing a medium sized planetary target) to 18 million km out (not the 4 million km I had before). You need to intercept these weapons earlier.
But the assumption of 500 km/s can be adjusted too. Accelerating out from planetary orbit to this interception range at 6G a fighter will reach a velocity of over 1,200 km/s at a range of around 12.5 million km. If this cannon ball bounces off the kinetic missile at a velocity of 8,000 km/s this will slow the kinetic missile down by 1.6 km/s which would be enough to cause it to miss the planet. Of course the time to accelerate out to this interception point is about 5.7 hours. So you need to detect the incoming kinetic missile at a range of over 114 million km. Before you start intercepting that kinetic missile it may be shaped in any shape with a non-reflective coating in order to avoid it being detected. (check my math. Using basic physics formulas here. Could be underestimating what the matter of that exploding cannonball is flying off at. If it flies off at a higher velocity this would cut down the range at which you must intercept the kinetic missile. But how is this not a technical argument about the difficulty of intercepting?).
Note, having craft positioned further out in the system allows an earlier interception but the wider the arc of coverage for stationing system defense craft the more of them you need.
Technical reasons making interception more difficult:
1) trying to detect a very small object that is not emitting any radiation. The rules cover encountering another ship with encounters starting at very long range (between 25,000 and 50,000 km. Other ranges for ship sensors are not provided but clearly sensors are capable of targeting objects up to 50,000 km. Under what rule is a very small object (by spacecraft standards) detected and plotted at 114 million km out, particularly if it has zero emissions.
Having sensor platforms further out extends the range of detection but multiplies the number of sensor platforms as you are covering a much larger area of space. If such a stealth object can be reliably detected at such ranges this would render pretty much all stealth craft described in Mongoose rules as useless for sneaking anyone onto a planet. Something has to change there.
2) physics described above appears to render conventional weapons insufficient to stop the target unless you have an extremely early detection or are just plain lucky enough to have defense craft in the right location. Even that 10kg cannonball that can intercept the kinetic weapon 12 million km out is hitting with the energy of a 3 kiloton explosion. This is obviously beyond the scope of regular Traveller combat. So we are talking nuclear missiles that must be launched to hit a stealth target precisely as it flies by you at incredible speed. What is the range for precision location/targeting? (not just detecting something and getting a rough measure of its velocity, I'm talking about hitting a bullet as it flies at you precision). Nothing in the rules has such precision targeting much beyond weapons range of 50,000 km.
3) rules based argument, even in normal space combat a roll to hit is needed. Sparing some thrust for maneuver means a pilot can make a dodging maneuver for a -2 penalty for the attacker. Not allocating any thrust to maneuver means no dodging so no penalty (but there is no bonus to hit a target that isn't maneuvering). (pages 147-149 of main rulebook).
Further rule reference: High Guard page 75 Spinal weapon attacks. Taking the most sophisticated weapon in your fleet and using the weapon its fire control systems are built around at a 30 ton ship's boat gets you a targeting penalty of -6 and a further size penalty of -3. This -9 penalty would be offset by crew skill (typically +3 to +5) meaning a roll to hit with at least a -4 to hit. Now logically there should be some bonuses added back for taking some time to line up a shot but the point remains that firing at targets that are not maneuvering doesn't mean an automatic hit. Now assume that the -6 penalty is completely waived for being able to line up a shot, there still must be a roll to hit. And this would apply to a small craft moving at 50 km/s.
The rules don't say what to do about a target travelling at 100 times this speed but certainly some penalties would be in order.
Again, I am not saying that it is impossible to intercept a strategic kinetic attack. Only that it is not going to be easy to detect and get an intercept course on the incoming object, and that it is also not easy to hit it. The rules do not indicate that interception is automatic. Also, for reasons described above based on Physics, it is not simply enough to hit the incoming object. You need to significantly alter its course. That can take an awful lot of energy.
To summarize:
1) stealth craft in Traveller indicate that sensors are not perfect in detecting all objects within many millions of kilometers.
2) starship combat does not allow automatic hits of non-maneuvering targets (must still roll to hit) so the rules don't indicate that you can automatically hit the oncoming object
3) Physics shows that the energy put out by conventional Traveller weapons are insufficient (other than missiles intercepting with immense kinetic energy) and even then the interception must be made beyond a range of millions of kilometers to sufficiently affect the kinetic weapon to make it miss. Intercepting cannot be casually done from orbit - it takes very early detection, significant time and energy to achieve an interception vector and hitting a very small target with pinpoint precision with a firing window in microseconds. (supports additional penalties over and above those that would apply in regular space combat.)
Additional point. If it is not certain to hit a 30 ton ship's boat that is not maneuvering, what additional penalties for hitting a stealthed target, 3 tons in size, that is difficult to detect. And if they launch it with a big load of reflective chaff (okay, early detection problem solved) doesn't this exacerbate the problem of hitting the kinetic weapons as it should make it much more difficult to get an exact target fix).
I think I've given substantial technical proof that intercepting a kinetic weapon is not certain. So please tell me where in the rules it says that regular weapons will stop any incoming kinetic object.