03-13-2012, 10:52 AM | #31 | |
Join Date: Jul 2008
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Re: Spaceships: Missile launchers and their individual mass
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The latter is supportable to a degree too. If you have small fighters they have relatively little space to carry huge missile volleys. Each 16cm tube is a Major Battery at SM +4. For good pilots on ships with a decent maneuver rating, dodging can be an important part of the defense, and evasive maneuvering gives a precious bonus to that. If you use reactionless drives on ships to limit the effective range of missiles, it might even make sense to design small craft with combined missile and non-missile armaments. Maybe.
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03-13-2012, 12:07 PM | #32 | |
Join Date: Nov 2009
Location: Oregon
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Re: Spaceships: Missile launchers and their individual mass
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While the calibre/velocity-based damage for projectiles may be realistic, it doesn't match the "reality" seen in many science fiction stories (especially space opera). I've toyed with changing the scaling of projectile damage to roughly match the progression of beams, but haven't really come up with numbers I'm satisfied with. |
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03-13-2012, 12:21 PM | #33 | ||
Join Date: Jul 2008
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Re: Spaceships: Missile launchers and their individual mass
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-Lots of armor: leviathans can carry enough protection to actually stop small-caliber missile hits outright. Armor improves on the same scale as HP. -If you enforce the tertiary battery minimum large ships won't be able to throw huge clouds of 16cm missiles, though you have to watch out for small craft, and the point defense advantage of small escort craft is a bit weird. You've definitely got to do something about the nukes, though. 25kt warheads are, as you say, overwhelming. And very affordable, if you can afford missiles at all. Quote:
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. Last edited by Ulzgoroth; 03-13-2012 at 12:24 PM. |
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03-13-2012, 12:23 PM | #34 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Spaceships: Missile launchers and their individual mass
Actully we did see the inside of the one Torpedo Bays of the NX-01 the 'Armory' was part Torpedo Bay, we even saw the torpedos load a few times in combat when Lt. Reed was working from there instead of the Bridge.
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03-13-2012, 12:43 PM | #35 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: Spaceships: Missile launchers and their individual mass
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 03-13-2012 at 12:51 PM. |
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03-13-2012, 12:57 PM | #36 |
Join Date: Nov 2009
Location: Oregon
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Re: Spaceships: Missile launchers and their individual mass
Something to consider in regards to nuclear warheads is the "Taming Explosions" damage option in Pyramid 3/34. This changes large explosives (above 100lb TNT equivalent) to use cube root of weight instead of square root, so they scale better with the HP of large vehicles. This drops the 25kt warhead from dDam 4d x 1000 (in vacuum) to around dDam 4d x 140. Not sure if a proximity blast should remain at 1/100 damage; if so, a 16cm nuke is far less scary, inflicting only about 20 dDam from a proximity detonation.
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03-13-2012, 04:01 PM | #37 | |
Join Date: Aug 2007
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Re: Spaceships: Missile launchers and their individual mass
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You could also try saying that all Spaceshiips Force Screens are like UT Barrier Screens and form a sphere some distance away from the ship. If all KE missiles explode when they hit a screen that reduces damage. Effectively only proximity hits woudl be possible. However, that won't be enough by itself. Even at only 7 miles per second a kinetic missle explodes with force equal to 20x it's weight in TNT (and that's the whole missile weight and not just the warhead). Damage will go up as the square of velocity. Levels equal to nuclear warheads are easily possible. For example, One set of ships launches from Mars at 1G and another set launches from Earth as soon as possible to intercept them. At close approach the trip would take only 2 days. 86400 seconds (1 day) x 32 fps equal 523 miles per second. The two fleets would apss each other going over 1000 miles per second. Unless I'm doing the math wrong that would result in explosions with each lb or missile weight equal to over 200 tons of TNT. The ships could probably fire buck shot at each other with lethal effect.
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Fred Brackin |
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03-13-2012, 04:12 PM | #38 | |
Join Date: Jul 2008
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Re: Spaceships: Missile launchers and their individual mass
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However, it does allow for really large vehicles enduring or even (with extremely heavy armor) shrugging off small nukes.
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03-13-2012, 04:19 PM | #39 | |
Join Date: Jul 2008
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Re: Spaceships: Missile launchers and their individual mass
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However, you don't need anywhere near such extraordinarily high velocities for KK missiles to be devastating.
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Tags |
magazines, missiles, scaling, spaceships |
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