Missile Thrust

phavoc said:
msprange said:
The missiles in the Core book are the basic model - there are lots of higher performance options in High Guard.

Given that, does anyone have a serious issue with 5G missiles?

In general even the "civilian" style missiles should be faster than most of your civilian ships. And missiles are kind of tiny things, so their power-to-mass ratio should far exceed most ships. Not to mention if you are in a stern chase they may not catch up all the time.

I don't see any reason why they shouldn't be put back to 10G. I guess the other question would be - what is the advantage of them being ONLY 5G? What was the reason you wanted to drop them back again?

civilian ships will mostly be 1 and 2 G vessels. A few high-speed in-system liners will exceed that...
 
Missiles should be fast, period. They are nothing but engine and payload (with a sensor package). So all of their energy can be expended for speed.

The 5G speed seems arbitrary. Why not make it 6G so no regular ship could outrun them? What is present in the gaming system that requires them to be 5G? We had this same argument with the release of the original CRB, so missiles were switched to being 10G - which mad far more sense. Now we are back to 5G. The fact that many civilian ships are "only 1 or 2G" has no bearing on the speed of a missile.

And, using real world vessels as an example, the very slow speeds of civilian ships is not akin to the at all what they are in reality. Small adventure-class ships should be faster. Yachts aren't little pokey things, they are fast and flashy so they can be shown off. Passenger liners are typically the fastest of civilian ships (remember that liners continually attempted to set speed records in the trans-atlantic runs). The free trader would be like common transports of WW2 - slow, plodding but efficient.
 
I'd take a similar view to Rikki Tikki Traveller and Phavoc. I'd advise that 10G missiles are included in the Core book. It's great that enhanced weapons will be available in High Guard, but we have found 10G to work very well in our games.
 
msprange said:
Been humming and harring about this - finally decided to go with 10G missiles.

Will they maintain their 4D damage, or have they been replaced with another
Keep from high guard, and the 5G/4D version comes in that book instead?
 
msprange said:
They will keep their damage.

:shock:

Cool!

I'm almost afraid to see stats for torpedoes now... :)

EDIT: Not that I disapprove in any way, not at all. Just that the old torpedoes were four times deadlier than missiles, and if the missile is boosted from 1D to 4D and retains its 10G, then the new torpedoes must be really scary :)
 
Good. Now everyone is going to rush out to buy missiles...and freak out at the cost of firing just one turret salvo! And then think they maybe need to invest in lasers instead because you can't afford to let even one missile hit you in your dinky pc owned ship.

Should introduce some interesting new playing philosophies.
 
Annatar Giftbringer said:
I'm almost afraid to see stats for torpedoes now... :)

EDIT: Not that I disapprove in any way, not at all. Just that the old torpedoes were four times deadlier than missiles, and if the missile is boosted from 1D to 4D and retains its 10G, then the new torpedoes must be really scary :)

I did calculate out the various torpedo types using the same scaling that currently exists but with missiles at 4d6 instead of 1d6... You should try some antimatter torpedoes using that...
 
AndrewW said:
Annatar Giftbringer said:
I'm almost afraid to see stats for torpedoes now... :)

EDIT: Not that I disapprove in any way, not at all. Just that the old torpedoes were four times deadlier than missiles, and if the missile is boosted from 1D to 4D and retains its 10G, then the new torpedoes must be really scary :)

I did calculate out the various torpedo types using the same scaling that currently exists but with missiles at 4d6 instead of 1d6... You should try some antimatter torpedoes using that...

Ow... No... That's just pure evil... :)

I'm guessing it should be somewhere around 5DD? I assume the destructive trait will pop up quite a few times in high guard? Considering that a missile now is 4D, barbettes and especially bays would presumably be higher still... And eventually, DD becomes easier to use than 'bucket of dice'
 
I would like to see something along the lines of if you get hit by a top and you are under a certain tonnage you just die. If you baseline sat a 1000 ton ship with no armor and use that as an example it would make tops quite deadly to small ships, and it would scale nicely with the new missile power. Torps are quite a bit larger so they should do much more damage than they used to. They are 30x the size of a standard missile, and while they may not scale up as 30x damage, it should be quite a bit higher. And much more feared.
 
phavoc said:
Good. Now everyone is going to rush out to buy missiles...and freak out at the cost of firing just one turret salvo! And then think they maybe need to invest in lasers instead because you can't afford to let even one missile hit you in your dinky pc owned ship.

Should introduce some interesting new playing philosophies.

It always seemed to me that missiles should be the "high damage, but high cost" option. Good for governments and others with big budgets...
 
FallingPhoenix said:
phavoc said:
Good. Now everyone is going to rush out to buy missiles...and freak out at the cost of firing just one turret salvo! And then think they maybe need to invest in lasers instead because you can't afford to let even one missile hit you in your dinky pc owned ship.

Should introduce some interesting new playing philosophies.

It always seemed to me that missiles should be the "high damage, but high cost" option. Good for governments and others with big budgets...

Oh yeah. They shouldn't be cheap. Which makes it all the better when you stumble upon a wreck and find a dozen intact missiles... Score!
 
Condottiere said:
That would be the next project, building a cheap missile.

Not sure that would be possible, at least extrapolating with today's tech. You can build something cheap, but when you get into milspec gear that's where being cheap makes it useless in combat. A missile (unless it's command-guided) needs it's own onboard seeker and tracking systems in addition to its warhead and propulsion system. And command-guided missiles can be jammed in addition to the normal ECM/ECCM environment that exists. So cheap really isn't an option.

About the only way to make a cheap missile is to make it a sprint-mode direct-fire style weapon, making it more like a cannon shot than a seeking missile.
 
Id like to see a few types

Rockets= max range short, inaccurate -4 to attack, standard damage, cheap, double shots per ton.( possible auto-fire weapons)EXTREMELY cheap
Civilian= low dice, high speed,less accurate cheap.more shots per ton.
Civilian Heavy= more dice, shorter range, less accurate, more expensive.
Civilian Self defense= max range short, can intercept missiles, torpedoes, small craft, low damage, extremely accurate +2 to attack. more shots per ton...double normal missiles per ton.

Military self defense= as civilian self defense, more damage.double normal shots per ton
Military Light= lower dice, high speed, standard accuracy standard costs.
Military heavy= as described 4d6, thrust 5. standard accuracy. fewer shots per ton
 
Special offer this month only, buy 10 and get two more plus free delivery if within four parsecs of an office.

Ultimate Overkill Inc are pleased to release the Armageddon 13b Anti Ship Torpedo.

This magnificent weapon is capable of sustained speeds of 7G for 12 hours using our patented micro fusion pile allowing it plenty of time to catch those pesky 6G enemies who try to run away.

It's warhead is the new and improved model, the magnetic containment has been improved and is guaranteed not to fail during normal handling though read the small print about recommended storage. Customers who fail to follow ALL guidelines will be considered in violation of sale terms and will not have grounds for legal or financial recompense. This new, improved warhead is guaranteed to penetrate a maximum thickness of any tech 12 armour you care to mention and it's anti terrine / terrine reaction will destroy any ship under 1,000Dtons or half your money back. Money back guarantee based on post combat examination of torpedo use by customer, no money will be refunded in the event of Gunner incompetence.

Finally a new addition to the Armageddon is the Mocking voice mk 3. This Virtual Intelligence system uses both radio and directional laser comms to taunt the target ship in 91 languages and regional dialects, many programmable configurations including insults, inappropriate humour and the ever popular constant countdown of time until detonation.

Visit us now in most A class star ports.

Offer subject to availability. Buy now before they are gone.

Ultimate Overkill Inc. Your first and last stop for ship based firepower.
 
Back
Top