Annatar Giftbringer said:
I think it sounds like an interresting idea!
Would this mean that if the first (launching) roll equals a hit, I could simply forget about that missile and when it gets close enough to hit it will deal its rule book damage, but if I want to make it a double damage contact hit the gunner responsible would need to forego his other shooting for that turn and instead roll for the existing missile again, and if that missile isn't shot down and the gunner succeeds with the second check, the missile deals double damage?
The procedure is exactly the same as the book the Gunner makes his role for placement of the missile, then once the missile has flown out to the target the missiles to-hit roll is made as per the chart at the top of page 149 in the TMB. (Note the missile is still subject to Point Defense, Electronic Warfare rolls and dodging for the final to hit roll).
The difference is when the time comes for the missile to make the To-hit roll there is the choice of either detonating in proximity or making the To-Hit roll for the contact detonation. Damage from the proximity detonation is the list damage, double for the contact detonation.
Annatar Giftbringer said:
This would mean that a contact-nuke deals as much damage as a torpedo, which is not necessarily a bad thing, though it leads to a follow-up question: Would this rule apply to torpedoes too?
To be honest I hadn't given torpedos much thought, I suppose it could work for them as well. Though doing a quick look at the description of the various kinda of torpedoes a little more complexity might be in order, say that the standard self fragmenting device that the regular torpedo gets a Auto 4, 4d6 damage attack at the the To-Hit roll point in that it is a 4 part fragmenting warhead. The nuch I would probably just treat as per the rules above, the standoff detonation laser unchanged...
Annatar Giftbringer said:
I assume it wouldn't work at all for smart missiles - or possibly that they also get to test again, but at a flat 8+ with no bonuses for gunnery skill... ?
At the start I would leave it with the 8+ To-Hit roll with the options to try again. (Note I am not beyond figuring out tech level improvements, a quick one would be to improve the smart missile chance to hit with tech level advance)
In the end the idea here is to add a little room for more missile options if the basic idea works within the mechanic, and if if that should be feasible maybe working more options. Also as I started from Mayday which is a very basic game based on CT's book 2 vector combat I thought I would start with just the options in TMB.