What's the range of starship missiles?

They don't "get lost". Apparently they break down or something like that:
Then they are seriously crappy pieces of technology if they can't function at near 100% effectiveness for less than an hour.

Edit: Although, now I want to be a Scavenger. Do you have any idea how much money could be made just going around collecting missiles after a battle?
 
If you consider Marc's Third Imperium set novels to be Traveller then yes.

And as we are now discovering the ship paradigm for building effective combat ships in HG2022 are very different to the Third Imperium setting.
It was in High Guard 80 too. I never played Brilliant Lances, but other than that possibility, I have never seen Traveller have fleet combat rules for the RPG that actually work for the fleets described in Charted Space.
 
yeah, but it had "When the shit hits the fan", which fits to Repo Man just as well as Benson Arizona fits to Dark Star. Soundtracks need to fit the movie, and those both fit perfectly.
"Benson, Arizona" is a favorite of mine. I've performed it in public. And the last time I drove on I-10 I got off the highway in Benson just to take this photo:
1730291446550.jpeg
 
In response the the OP, missiles should have unlimited range in space. Every other physical object moving in space will travel an unlimited distance if nothing stops it. Just state that it only has 5 turns of fuel, so can only be under Thrust for 5 turns. This is a deviation from the printed rules, but makes way more sense.
 
In response the the OP, missiles should have unlimited range in space. Every other physical object moving in space will travel an unlimited distance if nothing stops it. Just state that it only has 5 turns of fuel, so can only be under Thrust for 5 turns. This is a deviation from the printed rules, but makes way more sense.
You could leave it at 10 turns.
If the missiles are heading towards a "stationary object," then they are not having to maneuver to chase a moving object, and should not lose tracking, without outside intervention.
Apply the DM for not being under thrust for purposes of the target taking them out and run with it.
 
You could leave it at 10 turns.
If the missiles are heading towards a "stationary object," then they are not having to maneuver to chase a moving object, and should not lose tracking, without outside intervention.
Apply the DM for not being under thrust for purposes of the target taking them out and run with it.
I was meaning more of using Thrust for initial acceleration, turning the engines off, coasting until closer, then firing the engine again to attack. This is currently not allowed under Traveller rules though.

Also, this losing tracking thing is stupid. How many missiles at TL-7 on Our Earth lose their tracking in a salvo? What percentage? Now explain to Me why higher TL missiles are worse than what We have now, tracking-wise.
 
I was meaning more of using Thrust for initial acceleration, turning the engines off, coasting until closer, then firing the engine again to attack. This is currently not allowed under Traveller rules though.

Also, this losing tracking thing is stupid. How many missiles at TL-7 on Our Earth lose their tracking in a salvo? What percentage? Now explain to Me why higher TL missiles are worse than what We have now, tracking-wise.
I like that.

Somehow, I get the image of the Robotech missile swarms that run into each other when reading rules as written...
 
Range comes in two flavors - actual and effective. In space the actual range of a missile is, potentially, infinite. Once fired, and assuming it's not captured the gravitational pull of something in the system, then it can drift unpowered until the end of time or it gets captured by the pull of something else and ends up a satellite or impacts upon the surface. Effective range is what the rules in the game are meant to address.

Effective ranges is going to be, for the non-stationary object, the distance that the missile has time left on it's drives to thrust and maneuver. Most versions of the rules have not addressed the type of drives or even if they have the ability to turn on/off, just how many turns of thrust they have. A missile that can turn it's drives on/off can, theoretically, be launched and maneuver for say 5 turns, drift, and then activate its drives during the terminal impact phase. Game-wise this makes for some possible complicated book keeping though, so I think, for RPG gameplay purposes, the effective range is going to be 10turns and then it's taken off the board. The odds of an unpowered missile impacting a ship that has even maneuvering thrusters is quite small (stand-off weapons such as bomb-pumped lasers obviously have more flexibility here). If one wants to argue that you should be able to launch a missile at a station 1,000D distance and hit it, well, one can also argue that you could fire a laser or counter-missile at the inbound missile and assume an automatic hit since that missile is drifting and it's course/position will always be known. While there are numerous alternatives, for gaming purposes its just easier to keep it at 10turns and move on to better things.

Safety-wise, I think it's reasonable to assume every military in space is going to build a missile with a self-destruct built into it. Chances are a force will never be 100% on the offensive, and drifting explosive ordinance is just as much a threat in your home system as it is in an enemies system. Players like to be, well, players, but lets assume most space-going races will share a few similar views on such things. Thus once a missile has lost lock or runs out of drive time its going to self-destruct so that it present no future hazard. Pirates and other nefarious elements are rarely going to be industrious enough to build missiles on their own - they will buy, steal or otherwise acquire them from other sources that will put such safety devices in the missile.
 
Range comes in two flavors - actual and effective. In space the actual range of a missile is, potentially, infinite. Once fired, and assuming it's not captured the gravitational pull of something in the system, then it can drift unpowered until the end of time or it gets captured by the pull of something else and ends up a satellite or impacts upon the surface. Effective range is what the rules in the game are meant to address.

Effective ranges is going to be, for the non-stationary object, the distance that the missile has time left on it's drives to thrust and maneuver. Most versions of the rules have not addressed the type of drives or even if they have the ability to turn on/off, just how many turns of thrust they have. A missile that can turn it's drives on/off can, theoretically, be launched and maneuver for say 5 turns, drift, and then activate its drives during the terminal impact phase. Game-wise this makes for some possible complicated book keeping though, so I think, for RPG gameplay purposes, the effective range is going to be 10turns and then it's taken off the board. The odds of an unpowered missile impacting a ship that has even maneuvering thrusters is quite small (stand-off weapons such as bomb-pumped lasers obviously have more flexibility here). If one wants to argue that you should be able to launch a missile at a station 1,000D distance and hit it, well, one can also argue that you could fire a laser or counter-missile at the inbound missile and assume an automatic hit since that missile is drifting and it's course/position will always be known. While there are numerous alternatives, for gaming purposes its just easier to keep it at 10turns and move on to better things.

Safety-wise, I think it's reasonable to assume every military in space is going to build a missile with a self-destruct built into it. Chances are a force will never be 100% on the offensive, and drifting explosive ordinance is just as much a threat in your home system as it is in an enemies system. Players like to be, well, players, but lets assume most space-going races will share a few similar views on such things. Thus once a missile has lost lock or runs out of drive time its going to self-destruct so that it present no future hazard. Pirates and other nefarious elements are rarely going to be industrious enough to build missiles on their own - they will buy, steal or otherwise acquire them from other sources that will put such safety devices in the missile.
I like this take.
 
Range comes in two flavors - actual and effective. In space the actual range of a missile is, potentially, infinite. Once fired, and assuming it's not captured the gravitational pull of something in the system, then it can drift unpowered until the end of time or it gets captured by the pull of something else and ends up a satellite or impacts upon the surface. Effective range is what the rules in the game are meant to address.

Effective ranges is going to be, for the non-stationary object, the distance that the missile has time left on it's drives to thrust and maneuver. Most versions of the rules have not addressed the type of drives or even if they have the ability to turn on/off, just how many turns of thrust they have. A missile that can turn it's drives on/off can, theoretically, be launched and maneuver for say 5 turns, drift, and then activate its drives during the terminal impact phase. Game-wise this makes for some possible complicated book keeping though, so I think, for RPG gameplay purposes, the effective range is going to be 10turns and then it's taken off the board. The odds of an unpowered missile impacting a ship that has even maneuvering thrusters is quite small (stand-off weapons such as bomb-pumped lasers obviously have more flexibility here). If one wants to argue that you should be able to launch a missile at a station 1,000D distance and hit it, well, one can also argue that you could fire a laser or counter-missile at the inbound missile and assume an automatic hit since that missile is drifting and it's course/position will always be known. While there are numerous alternatives, for gaming purposes its just easier to keep it at 10turns and move on to better things.
If the engines can't turn on and off then missiles are no different from guided munitions for artillery. While this makes recordkeeping much easier, it nerfs missiles as Time On Target attacks are no longer possible using the same missiles. So, giving missiles an engine is useless.
Safety-wise, I think it's reasonable to assume every military in space is going to build a missile with a self-destruct built into it. Chances are a force will never be 100% on the offensive, and drifting explosive ordinance is just as much a threat in your home system as it is in an enemies system. Players like to be, well, players, but lets assume most space-going races will share a few similar views on such things. Thus once a missile has lost lock or runs out of drive time its going to self-destruct so that it present no future hazard. Pirates and other nefarious elements are rarely going to be industrious enough to build missiles on their own - they will buy, steal or otherwise acquire them from other sources that will put such safety devices in the missile.
I love how you think people are reasonable! jajajajaja!

 
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