Careful, I've seen that approach go real bad.
The missile knows where it is...Does a missile have a soul?
The missile knows where it is...
Does it know it's purpose in life is just to die?
second best movie ever made. After Repo Man.
That is a misquote from the Charge of the Light brigade (TL?). And, in any event, it is about failure - not success."Ours is not to question why, ours is but to do and die . . . ".
"We who are about to die, salute you . . ."
Source: Tennyson 1854 poem | grammaristThe phrase ours is not to reason why; ours is but to do and die is a slightly altered version of lines written by Lord Alfred Tennyson in his 1854 poem, The Charge of the Light Brigade, about a failed British military action: “Theirs not to make reply / Theirs not to reason why / Theirs but to do and die.”
That is a misquote from the Charge of the Light brigade (TL?). And, in any event, it is about failure - not success.
Charge of the Light brigade (TL?).
Simples.I'm looking at the rules for the maximum range of missiles/torpedoes in starship combat.
Traveller Core Rules 2022 says: if the missile hasn't reached its target after 10 rounds, it runs out of fuel and becomes inert.
High Guard 2022 says: The number of missiles in a salvo is halved every five full rounds of movement. This doesn't apply to long range missiles and torpedoes.
The way that the High Guard rule is written ("every five full rounds"), it seems like it is ignoring the original Traveller Core Rules - as "five full rounds of movement" will only occur once before all missiles go inert.
A 50% failure rate of missiles seems extremely high, and if the halving is done rounding down, it means that a single missile only works for five rounds of combat.
Am I interpreting these rules correctly? How do others handle missile range?
Can you in Traveller though?No, but you can download the gunner...
see the short story Names by MWM.
I thought half of a half is a quarter. Is this not right?Simples.
Missiles are halved for each 5 rounds. Does not apply to torpedoes and Long Range missiles.
Missiles are dead after (not at) 10 rounds.
So:
Round 5: halved, torpedoes full.
Round 10: halved again, torpedoes full.
Round 11: inert.
Yes, of course? Halved, and halved again is a quarter remaining.So:
Round 5: halved, torpedoes full.
Round 10: halved again, torpedoes full.
Round 11: inert.
I thought half of a half is a quarter. Is this not right?
True, it would be hard to "wander off course" without fuel. How does a missile just lose its way anyhow? Is there no sensor operator maintaining the target lock from the ship?Statistically.
Though, you could flip a coin after five rounds, for each missile.
Depending on your interpretation, after ten rounds, and the missile is on a ballistic course to a space station, that number gets halved.
Since the cause of wandering off is likely navigation soft and hardware, once fuel is exhausted, eleven turns onward you don't have to check.
No, they are 'Smart' = fire-and-forget.Is there no sensor operator maintaining the target lock from the ship?
So Smart means that they get lost? Doesn't sound so "smart" to Me.No, they are 'Smart' = fire-and-forget.
You can launch and jump out if you wish, the missiles will still complete their attack runs.
If you consider Marc's Third Imperium set novels to be Traveller then yes.Can you in Traveller though?
They don't "get lost". Apparently they break down or something like that:So Smart means that they get lost? Doesn't sound so "smart" to Me.![]()
HG, p37, sidebar:
In addition, when huge salvoes of missiles are in-flight, problems with guidance and motor systems can become more apparent. Halve the number of missiles within a salvo for every full five rounds of travel. Torpedoes have much greater endurance and ignore this rule.