Rex said:Don't forget the Fun Missile Stuff like the Nukes and the Laser Warheads.
~Rex
apoc527 said:Any contact warhead would have some kinetic transfer, though in the case of nukes, it would be negligible.
http://www.projectrho.com/rocket/rocket3x.html#nuke
Rex said:Hmm, I may have read a few things wrong there above but am I correct in assuming folks think a Nuke, has no Kinetic Shockwave unless IN an atmosphere?
While there won't be the issues with Over Pressure, I can assure you, there is Impact. It's not just Bright Light and Radiation. Force Moves all that Air away in an atmosphere. That same Force is present without an Atmosphere.
Now as far as Kinetic Transfer from the Missile hitting it. Probably a non factor when dealing with the energy release of modern nukes. While certainly the limits are going to be more confined (as the link points out) to a Km or less, that's a KM diameter SPHERE. That's a LOT of area.
Now scale up to the type of Nuke you would have, is a setting with workable fusion technology, and you can get really BIG yields out of itty bitty objects. After all an FGMP is essentially, a man Portable Directed Nuke.
Now, take all that Nuke "oomph", and toss THAT, behind a bomb pumped Laser Warhead.
Ouchies methinks.
~Rex
dreamingbadger said:Rex said:Hmm, I may have read a few things wrong there above but am I correct in assuming folks think a Nuke, has no Kinetic Shockwave unless IN an atmosphere?
While there won't be the issues with Over Pressure, I can assure you, there is Impact. It's not just Bright Light and Radiation. Force Moves all that Air away in an atmosphere. That same Force is present without an Atmosphere.
Now as far as Kinetic Transfer from the Missile hitting it. Probably a non factor when dealing with the energy release of modern nukes. While certainly the limits are going to be more confined (as the link points out) to a Km or less, that's a KM diameter SPHERE. That's a LOT of area.
Now scale up to the type of Nuke you would have, is a setting with workable fusion technology, and you can get really BIG yields out of itty bitty objects. After all an FGMP is essentially, a man Portable Directed Nuke.
Now, take all that Nuke "oomph", and toss THAT, behind a bomb pumped Laser Warhead.
Ouchies methinks.
~Rex
right .. i think the earlier house rule, damage + velocity/5 was the thing i was pointing out, that assumes that the warhead/vehicle hits the target, most modern weapons don't hit they explode to damage the target at some specifed distance form the target. if they don't actually hit the target physically then you shouldn't get the velocity (any fraction thereof as damage)
Rex said:But it could still very well be an Impact. After all, Laser's, can be used to propel things in space. So if you are moving at 5 g's, then slam into the expanding shell of a Nuke, there could be a factor to consider there.
~Rex
dreamingbadger said:Rex said:But it could still very well be an Impact. After all, Laser's, can be used to propel things in space. So if you are moving at 5 g's, then slam into the expanding shell of a Nuke, there could be a factor to consider there.
~Rex
yes a laser could be used to propel things, but you can't make the laser beam "faster" by putting it on a moving platform rule 101 says "thou shalt not add thy speed to the speed of light".
The nuke expands at light speed, even if you did and a missile had run its ten turns at a full 10g's, it still not be moving fast enough to make any difference (proportionally) unless the physical mass of the weapon slammed into the ship, which has just been vaporised by the nuke and is part of the expanding sphere, already moving at the speed of light so my missiles starting speed is not relevant.
The same is true to a lesser extent of a conventional warhead in a missile, the fragments are being propelled by the force of the explosion, already much faster than the orginal acceleration.
EDIT
sorry Rex i misread your post, i still think the actual answer is no thoughif the ship is moving at 5g and hits the blast of a nuke, it still not proportinally going to make much difference unless itis moving at a fair clip of C, at most speeds they might as well be standing still.
then it will hurt...Rex said:But, math speaking, if two objects collide head to head at light speed?
~Rex
Mongoose Gar said:That said, I agree with the critics - both ship armour and personal armour are weak points of the current MGT system, and I've started using the rule that a roll of a six on a damage dice also degrades armour by one in my home games. (That's not official errata, just my house rule.)
Rex said:Hmm, I may have read a few things wrong there above but am I correct in assuming folks think a Nuke, has no Kinetic Shockwave unless IN an atmosphere?
While there won't be the issues with Over Pressure, I can assure you, there is Impact. It's not just Bright Light and Radiation. Force Moves all that Air away in an atmosphere. That same Force is present without an Atmosphere.
Now as far as Kinetic Transfer from the Missile hitting it. Probably a non factor when dealing with the energy release of modern nukes. While certainly the limits are going to be more confined (as the link points out) to a Km or less, that's a KM diameter SPHERE. That's a LOT of area.
Ouchies methinks.
Rikki Tikki Traveller said:Classic Traveller used 1d6x1d6 for Nuke Damage.
That gives you from 1 to 36 damage from a single turret mounted weapon. That might give you want you want.
dreamingbadger said:Infojunky said:As for missiles use the rules in the TMB as stated with two additions they get effect with their terminal to hit roll and plus one to damage per their impact velocity divided by 5 (this makes head-on impacts truly frightening).
especially as missiles now (with High Gaurd) have a speed of 10...
but it does beg the question... do Missiles in Traveller actually "hit" though? If they are genuine missiles, there would be no energy transfer from the speed of the missile, because, it doesn't hit the hull of the target, the force of the explosion does ala' AIM-9M Sidewinder, on the other hand Starstreak is a "hit-tile" a kinetic weapon... so adding the velocity makes sense in that case
Infojunky said:My default is a Kinetic Kill weapon, in that there is far more energy potential in the kinetic strike than there will ever be in a conventional explosive warhead. Nukes on the other hand give you a near miss option.... (Hey, how about a +1 or so bonus to hit because of it?)
Side note in CT's special missile supplement every missile got +1 hit per 3g of velocity at impact.