Condottiere
Emperor Mongoose
The target can take evasive measures.
Acceleration would be diverted to correct direction.
Acceleration would be diverted to correct direction.
Only if you were using real physics, but if you did that everyone would be moving so fast that effective course changes would be virtually impossible. If you ever played the video game Asteroids with your finger jammed onto the thrust button you will know what I mean.The target can take evasive measures.
Acceleration would be diverted to correct direction.
KEPs have been proposed as ground weapons, but they aren't really good analogs for space-based weaponry due to distance of the ships and the need for a missile to contain a seeker, a warhead and then an engine w/fuel. I think it was special supplement 4 that had missiles being designed to play with those items. The problem with Traveller missiles speed after 10 turns is that if your target is also moving away for 10 turns your overall speed at impact isn't that (not to mention starships could have an overall higher velocity - and trying to keep track of all ships and their overall velocity and adding in head-on, fired at an angle, etc is just too spreadsheety for me). So giving Traveller missiles their kinetic bonus (or penalty) is difficult to game with.Ground scale projectiles do not tend to move at km/s. After 1 hour at thrust 10, a missile is travelling at 36 km/s. Kinetic impact at 36 km/s will probably put a crimp on your day even without any explosion. Even a single Kg of matter at that speed has an energy of over a billion joules or the equivalent of about a third of a ton of TNT.
The closer you are the slower the missile will be going of course but at the ranges you would be sensible using missiles they will be travelling at quite a clip.
For real-world example the CRV7 was found to travel sufficiently fast that a 10lb block of metal dummy payload was sufficient to penetrate a tank without having to bother with any complicated shaped charge.
That said quite a few ground support weapons CAN damage unarmoured spaceship (the FGHP doing 2 full dice damage). There are lots of vehicle heavy weapons in the CSC that do a few DD damage and the Heavy Gauss Cannon does 2DD and even gets Auto 2. By expending just Cr180 in ammunition the heavy autocannon could get 3x1DD hits in.
A Gauss Rifle is capable of 24 points of regular damage that would equate to 2 points of ship damage. With Auto 3 a couple of VERY lucky bursts could bring down a Ships Boat. Even a body pistol could do a single point of damage. On a ship with 10 Hull points or less every point of damage is also a critical. That critical could result in another 1D Hull points damage. A single hit from a 4D weapon could destroy a launch in this case.
You have got to be pretty close though
These rather silly results can be eliminated using the optional vehicle toughness rules in the Companion.
Were drifting off mission
I am sure we could build one of those using the robot rulesI had to post this as soon as it popped: