Smart missile Q

DFW

Mongoose
"Smart missiles may keep making attacks until they hit or are
destroyed."

How large are these things? If one of these travels for 4 turns to a ship and misses, it will be 8 turns (all things being equal) of constant thrust before it can attack that ship again. How much fuel do these things have? Are they much larger than normal missiles?
 
I assumed it was the same 10 turns of endurance as a standard missile. Therefore if it shoots out for two, misses, attacks for four (missing again, and then you get one last attack before it runs out of endurance.
In your example, it doesn't make it back for its second attack.
 
barnest2 said:
I assumed it was the same 10 turns of endurance as a standard missile. Therefore if it shoots out for two, misses, attacks for four (missing again, and then you get one last attack before it runs out of endurance.
In your example, it doesn't make it back for its second attack.

Cool. Thought so but, the wording didn't indicate.
 
Sounds more like a "simulation" of constant ECM/ECCM and/or continuous course correction and anticipation inbound to the target . So it still makes only one actual approach and "attack" but unless it is physically destroyed by point defense you keep rolling until you hit.

The wording could be better, or again as I harp, a clear concise example would go a long way.

...or, reading Barnest's reply after posting, that could be it too.
 
far-trader said:
Sounds more like a "simulation" of constant ECM/ECCM and/or continuous course correction and anticipation inbound to the target . So it still makes only one actual approach and "attack" but unless it is physically destroyed by point defense you keep rolling until you hit.

That wouldn't work as a ship maneuvers. Infinite rolling until a hit is made doesn't make sense.
 
I prefer the idea that it is actually making multiple attacks... Like a sidewinder does if it can reacquire it's target after missing.
 
barnest2 said:
I prefer the idea that it is actually making multiple attacks... Like a sidewinder does if it can reacquire it's target after missing.
Captain: "Hah! That loser ship's got rotten gunners. Can't even hit us with 9 missiles."
Sensor witch: "Uh..Sir? They're all coming back around for another attack. And we have another wave of 9 new vampires inbound. All 18 will engage us simultaneously."
Captain: "What?!? Oh, sh...."
 
DFW said:
How much fuel do these things have? Are they much larger than normal missiles?
From the core rules errata in High Guard, page 47:
Missiles are capable of thrust 10, with the turns to impact on
page 147 halved (rounded up). However, missiles have limited
endurance of 60 minutes (10 turns) before they run out of fuel.
 
rust said:
DFW said:
How much fuel do these things have? Are they much larger than normal missiles?
From the core rules errata in High Guard, page 47:
Missiles are capable of thrust 10, with the turns to impact on
page 147 halved (rounded up). However, missiles have limited
endurance of 60 minutes (10 turns) before they run out of fuel.

Thanks. So, if target is "4 turns" or more distant, only one attack.
 
As a general case, and one that does not require the players to do vector math, yes.

If the target is accelerating away from the firer, a missile that misses has a lot less work to do to make a second pass.
 
GypsyComet said:
As a general case, and one that does not require the players to do vector math, yes.

If the target is accelerating away from the firer, a missile that misses has a lot less work to do to make a second pass.

Right. And, if the target is on a different vector, a lot more work to do...

The GM makes the call.
 
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