Ship Combat, Armour, and Damage.

Any contact warhead would have some kinetic transfer, though in the case of nukes, it would be negligible.

One thing that strikes me as odd is that nukes only do 2d6 damage. I realize that without an atmosphere to create a blast effect, they aren't as deadly, but a nuke going off a short distance from the hull is going to create a storm of x-rays that will boil away armor and cause massive damage.

http://www.projectrho.com/rocket/rocket3x.html#nuke
 
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

I think that's my point many seeking miss-iles are exactly that, they don't contact the target directly...

in the case of a nuke it does feel low , unless you are assuming a very low yield nuke or a very high probability of hitting you maximise the chance of hitting something.
 
Possible nuke house rule to simulate the reality of the nastiness of them going off close to the hull of the target:

Nukes receive 2xEffect in bonus damage calculated from their required to hit roll. I.e. if a nuclear missile is fired such that it hits on a 6+, then rolling a twelve will provide Effect 6x2 = 12 bonus damage.

Better yet, make the multiplier equal to the number of dice rolled, so a nuclear torpedo will be REALLY painful (Effect x6 I believe).
 
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
 
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)
 
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)

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
 
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 though :) if 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.
 
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 though :) if 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.

But, math speaking, if two objects collide head to head at light speed?

heh. Space is fun. One of my favorite Space Chases deal an issue like this really (Startide Rising, David Brin, Oxywater Atmospher purged from the fleeing Terran ship in the front of pursuit, moving at a good clip of C).

Hmm, makes me want to run an Uplift game for awhile.

~Rex
 
Rex said:
But, math speaking, if two objects collide head to head at light speed?

~Rex
then it will hurt...

but the example here is closer to the ship travelling at 10,000km per hour, the sphere of energy from the nuke is expanding at 1,079,000,000km per hour (ish)... for every point of damage the nuke does , the ships speed will add 1/107900th of a point... (math is not my strong suit)
 
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.)

I came late to this discussion, but..

What about reducing Armor as Hull is reduced (which would seem realistic). Armor 4, Hull 16 for example. Every 4 points of Hull damage would reduce Armor by 1 point (so that Armor reaches 0 as Hull reaches 0). Armor 4, Hull 4. Every point of Hull reduced also reduces Armor by 1.

This of course would only work with weapons that COULD cause hull damage vs. the armor value. It wouldn't help if the weapon couldn't penetrate the armor in the first place. But, I'm in the camp that believes some weapons shouldn't be able to penetrate some armors at all.

It would create the realism of a battered ship having a reduced armor value.

I'm not a MGT rules master, so if something like this is already in the rules don't slap me too hard.
 
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.

Not quite, there's no such thing as "Force" in a nuclear explosion. The shockwave is created when the atmosphere absorbs the massive amounts of EM radiation from the nuclear release of energy. Most of the EM radiation is in the form of x-rays and a bit of gamma rays. The absorption by the molecules of the atmosphere causes the temperature, and thus volume, of the gas to expand rapidly--that creates your shockwave, which is the same thing as overpressure I think. (That's my understanding anyway, and I'm no physics guy.)

In space, without an atmosphere, there is no shockwave (special effects of most movies notwithstanding), but there would nonetheless be an incredible effect on any nearby matter that absorbs all those x-rays!

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.

The kinetic transfer only matters if the missile directly impacts the target. And then, yes, it would be a minimal amount of energy compared to the nuke going off more or less in contact with your ship.


Ouchies methinks.

Definitely.
 
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.

Perfect! This makes me think about 2d6xEffect for damage simply to use the Effect rule (having been dealing with Ordinary, Good, and Amazing successes for years now with my favorite system, it's only natural for me to gravitate towards uses of the Effect mechanic).

This means Nukes could do between 2 and 12x6=72 damage in a single hit on a maximum Effect hit.

Yes, that seems crazy nasty but remember that given the way missiles work, there's never any real DMs to the roll and the base target number depends in the first place on the Effect of the Gunner check. Thus, you could only ever get Effect 6 if you first roll an Effect 6+ Gunner check followed by a 12 on the missile to hit roll. That's unusual to say the least and very accurately represents a nuke going off in your face. This is also why nuclear dampers are so important...
 
Do you happen to know how many times to roll to-hit for a multi-weapon turret? In other words, if I have a triple beam laser turret, do I make 3 Gunner checks or just 1?
 
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

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.
 
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.

Okay so if they are Hit-tiles :) then that explains the small "difference" in damage between conventional and nuclear weapons...
 
Back
Top