at this point your antimatter torp is now a plot device if it up to the GM to just discribe the effect and not roll dice and apply defenses
DFW said:Solomani666 said:.
Feasibility Question:
Assuming that the reason that nuke missles and torps only do 2d6 and 6d6 damage respectively is that they detonate some distance away from the ships hull. I can reach no other conclusion than this simply because a 100 ton scout ship can usually survive 2 nuclear torpedo attacks. (Note: I did not say 'and function afterwards'!)
Given the above assumption:
At TL 16 would a suicide drone such as the one described in Traders and Gunboats be feasible with an anti-matter warhead instead of the warhead listed?.
Have to agree about nukes not actually hitting a ship.
Let's say that an anti-matter warhead is ~75% more powerful than a nuke for a given amount of reaction matter and the torp penetrates past both hulls; I'd say that any ship smaller than a couple hundred meters long/wide/deep, is destroyed outright.
I don't know if it could be quantified with dice of damage unless, the structure was SO large as to be a city in space type of craft. Even in that case I'd just determine the radius of vaporization, severe destruction, mod destruction, light damage, etc. a lot of that would depend on configuration, internal construction, etc