From root Tue Nov  7 08:30:20 1995
Received: from qrc.com (quark.qrc.com [198.178.200.5]) by mail.missouri.edu (8.6.11/8.6.11) with SMTP id IAA64828 for <ccjoe@showme.missouri.edu>; Tue, 7 Nov 1995 08:30:18 -0600
Received: from kromwill.dtek.chalmers.se by qrc.com with SMTP (5.65b/2.3-UTK)
	id AA17344; Tue, 7 Nov 95 09:29:40 -0500
Received: (from d9bertil@localhost) by kromwill.dtek.chalmers.se (8.6.9/8.6.9) id PAA03331 for gdw-beta@quark.qrc.com; Tue, 7 Nov 1995 15:29:46 +0100
Received: from [158.103.12.12] by hackes.dtek.chalmers.se (5.59+IDA+CTH/3.14+gl) id AA00936; Tue, 13 Jul 93 21:33:29 +0200
Received: by moeng2.morgan.edu (5.57/Ultrix2.4-C)
	id AA08323; Tue, 13 Jul 93 15:33:25 EDT
Date: Tue, 13 Jul 93 15:33:25 EDT
From: wildstar@qrc.com (Derek Wildstar)
Message-Id: <9307131933.AA08323@moeng2.morgan.edu>
To: d9bertil@dtek.chalmers.se
Subject: Final Missiles Article
Sender: d9bertil@qrc.com
Status: RO

Final Missiles Article

  -----8<-----

MORE MISSILES FOR TRAVELLER: THE NEW ERA

By Bertil Jonell with Guy Garnett.  

Contributions from Leonard Erickson (who suggested that penetration can be 
thought of in terms of cratering) and the Traveller Mailing List (general 
kibitzing).


Featured missiles: Cannister, SFF, KE, KE(HE), proximity nuclear, and the 
LGB pseudo-missile.  The detonation laser missile referred to in some cases 
below is the normal space combat missile, as detailed in Traveller: The New 
Era, page 349.

The cannister missile is a kinetic energy weapon which releases a large 
number of small spheres which form a cloud approximately 750m in diameter.  
The SFF missile uses the 'self-forging fragment' phenomenon to produce a 
small number of penetrators, which do damage due to their kinetic energy.  
KE(HE) missiles are an inexpensive multi-role weapon, which can damage a 
space target by kinetic energy or a planetary target by explosive effects.  
Proximity nuclear missiles use a nuclear device as the warhead, and can 
damage their target by exploding on impact or by radiation effects.  The LGB 
pseudo-missile allows a starship missile launcher to deliver laser-guided 
bombs against a ground target, when operating in support of planetary combat.

Assumptions: Normal missiles are assumed to have a 150kg detonation laser 
warhead, 100kg of electronics, actuators etc., and 6750kg of engine.  The 
engine consists of 6000kg of reaction mass and 750kg of structural 
components and power plant.  The laser rods represent the largest part of 
the price of the detonation laser missiles.  After that comes the nuclear 
warhead, the electronics and the engine which is a lower efficiency, and 
thus cheaper, model of the basic ship thruster.  It is also assumed that all 
missiles weigh 7000kg and occupy a volume of 7m3.


Cannister missile

This missile releases 15,000 tungsten spheres (each sphere is 10mm in 
diameter, and weighs 10 grams) in a cloud to ensure that at least one of 
them hits the target.  The cloud is usually released three seconds before 
impact (typically at a range of 50km).  The exact range is automatically 
selected to achieve the maximum probability of a hit based on the closing 
velocity between the missile and the target.  Cannister missiles may be used 
in an anti-missile role.  The procedure is the same as attacking a ship, 
although most missiles are Micro or Sub-Micro sized, which will make them 
more difficult to hit.

The damage comes from the kinetic energy of the spheres.  The specific 
damage depends greatly on the closing speed of the missile and the target 
(see the 'Kinetic Damage Table' below).

When used against surface targets on airless worlds the cannister missile
attacks as a 3 round burst of automatic fire against each 10mx10m square
in a 400m radius.  Each hit has a damage and penetration given in the
'Kinetic Damage Table'.  The missile must be modified before it can be
used in this manner.  These modifications are a Formidable task against
the Gunnery (missiles) asset.  A Difficult test of Electronics may be used
to enable this task, since the modifications are primarily to the guidance
package.

The warhead of this missile weighs 150kg and the 100kg electronics package
is assumed to contain simple terminal guidance, the mechanism that
disperses the spheres, and a proximity fuse.

Hitting a target with this missile is two levels more difficult compared
to a normal detonation laser missile.

As with a normal missile, apply the given damage 1D6 times.

TL	Price	G-Turns
 8	50k	10
 9	50k	12
11	45k	12
13	40k	12
15	35k	12


SFF missile

This missile uses the 'self-forging fragments' phenomena, a technique 
related to the shaped charges that are used in many anti-armor weapons, to 
generate several 100-gram metal fragments that hit the target.  A few 
kilometers from the target the missile deploys and detonates several panels 
consisting of explosives on the back and metal that will form the fragments 
on the front (facing the target).  SFF missiles may not be used in an 
anti-missile role (or against any other Micro or Sub-Micro targets).

The damage comes from the kinetic energy of the fragments.  The specific
damage depends greatly on the closing speed of the missile and the target
(see the 'Kinetic Damage Table').

When used against surface targets, the panels don't deploy.  Instead the
metal forms lethal fragments similar to how a normal artillery round
works.  In this case use the 'Surface Damage' ratings below.

The warhead of this missile weighs 250kg and contains 150kg of explosives
and 100kg of metal.  The 100kg electronics package is assumed to include
simple terminal guidance and a proximity fuse.

Hitting a target with this missile is three levels more difficult compared
to a normal detonation laser missile.

As with a normal missile, apply the given damage 1D6 times.
  
TL	Price	G-Turns	Surface Damage
 8	55k	8	C:100 B:60 Pen:50C
 9	55k	11	C:100 B:60 Pen:50C
11	50k	11	C:100 B:60 Pen:50C
13	45k	11	C:100 B:60 Pen:50C
15	40k	11	C:100 B:60 Pen:50C


KE missile

This missile has no warhead.  Instead it uses the impact of its dead
weight at high speed to cause damage.  The specific damage depends greatly
on the closing speed of the missile and the target (see the 'Kinetic
Damage Table').  The KE missile may not be used in an anti-missile role
(or against any other Micro or Sub-Micro targets).

When used against surface targets on airless worlds, use the procedures
and rules given below under 'Kinetic Damage Vs Surface Targets'.

The lack of warhead means that the dead weight only consists of the 100kg
electronics package and the 750kg final weight of the engine and
structure.  The electronics package is assumed to include simple terminal
guidance.

Hitting a target  with this missile is four levels more difficult compared
to a normal detonation laser missile.

On a successful hit, only apply the damage once.

TL	Price	G-Turns
 8	35k	12
 9	35k	14
11	30k	14
13	25k	14
15	20k	14


KE(HE) missile.

This missile has a 1000kg High Explosive warhead optimized for use against 
surface targets.  When used in space combat its explosive effect is ignored 
since it is so minuscule compared to the kinetic energy of the impact.  The 
KE(HE) missile does more damage in space combat not because of the explosive 
warhead, but because it has 1000kg more mass than the lighter KE missile 
when it impacts the target.  The specific kinetic damage depends greatly on 
the closing speed of the missile and the target (see the 'Kinetic Damage 
Table').  KE(HE) missiles may not be used in an anti-missile role (or 
against any other Micro or Sub-Micro targets).

When used against surface targets, the explosive warhead is detonated on
impact, similar to how a normal artillery round works.  In this case use
the 'Surface Damage' ratings below.

The warhead of this missile is a 1000kg HE charge.  The 100kg electronics
package is assumed to include simple terminal guidance.

Hitting a target in space combat with this missile is four levels more
difficult compared to a normal detonation laser missile.

On a successful hit, only apply the damage once.

TL	Price	G-Turns	Surface Damage  
 8	40k	4	C:100 B:75 Pen:175C
 9	40k	4	C:100 B:75 Pen:175C
11	35k	5	C:100 B:75 Pen:175C
13	30k	6	C:100 B:75 Pen:175C
15	25k	7	C:100 B:75 Pen:175C

 
Proximity Nuclear missile

This missile carries a nuclear warhead intended to detonate at a 
pre-selected distance from the target.  When a nuclear weapon detonates in 
space, the major part of the energy will be released in the form of 
so-called 'soft' x-rays.  This radiation is absorbed by almost any solid 
object and creates, through thermal expansion, a shock wave inside the 
object.  Damage depends on the yield of the warhead and the range at which 
it was detonated, see the 'Nuclear Damage' procedures below.  Proximity 
nuclear missiles may be used in the anti-missile role.  The procedure is the 
same as attacking a ship, although most missiles are Micro or Sub-Micro 
sized, which will make them more difficult to hit.  Any hit, at any 
detonation distance, will destroy a missile.

When used against surface targets, the nuclear warhead can be detonated as
an airburst or on the surface.  The effects of nuclear weapons on ground
targets is outside the scope of this article.

Several warheads of different yields are available.  All of the warheads
available for this missile weigh 250kg or less.  The 100kg electronics
package is assumed to include simple terminal guidance and a proximity
fuse.

The gunner chooses the detonation distance of this missile before launch.  
Closer range increases the damage inflicted but makes it harder to achieve a 
hit.  There are three basic distances: contact, close proximity (several 
hundred meters), and far proximity (several kilometers).

Contact: hitting a target in space combat  with the missile is four levels
more difficult compared to a normal detonation laser missile.

Close Proximity: Hitting a target in space combat with the missile is
three levels more difficult.

Far Proximity: Hitting a target in space combat with the missile is two
levels more difficult.

On a successful hit, only apply the damage once.

Missiles
TL	Price		G-Turns
8	35k (+warhead)	10
9	35k (+warhead)	12
11	30k (+warhead)	12
13	25k (+warhead)	12
15	20k (+warhead)	12

Warheads

Yield	Price
 50t	 10k
100t	 15k
500t	 20k
  1kt	 30k
  2kt	 50k
  5kt	 70k
 10kt	100k
 20kt	200k
 50kt	500k
100kt	  1M


LGB pseudo-missile

This is, as the name states, not a real missile.  Instead it is a 
missile-shaped container with 6 1000kg laser-guided bombs.  There is empty 
space inside the container but the weight of the bombs limits their number 
to six.

The container is fired as a normal missile and the communication laser of
the missile turret can be used to designate a surface target from up to
10,000m altitude.  Above this altitude (or if bad weather on the surface
will obscure the laser) another unit closer to the surface will have to
handle the designation.

The individual bombs are not capable of atmospheric re-entry in any 
atmosphere more dense than Very Thin.  If they are used to attack a target 
on a world with thicker atmosphere, the ship has to be inside the atmosphere 
at the time of launch.

A version carrying 6 bombs where each bomb has ablative heat shielding that 
enables them to be deployed from orbit over worlds with an atmosphere of 
Dense or thinner is available for twice the cost.

The spread can be chosen: The bombs can either all hit at the same time or
with up to 5 seconds of separation.

This type of 'missile' can *not* hit a ship unless it stands still on the
ground.

TL	Price	Surface Damage
 8	22k	C:190 B:80 Pen:90C
 9	18k	C:190 B:80 Pen:90C
11	14k	C:190 B:80 Pen:90C
13	12k	C:190 B:80 Pen:90C
15	10k	C:190 B:80 Pen:90C


COMBAT RESOLUTION

Space combat: Because a range band in space combat is so large, even when 
compared to the 'far proximity' range of a nuclear device, the missiles 
described in this article have the difficulty of their to-hit rolls 
increased.  These increases are summarized in the 'Missile Difficulty Table' 
below.  A Master Fire Director may ignore some or all of these difficulty 
increases.

Intercept: In order to intercept their target, missiles must maneuver to 
arrive in the same range band as their target (first maneuvering to get the 
closest approach distance to zero), just like an ordinary detonation laser 
missile.  Once in the same range band, the missile begins its terminal 
approach.  In order to successfully intercept the target during this 
terminal approach, the missile must have more G-turns of fuel remaining 
than the target's current G rating (maneuver performance).  This fuel is 
spent achieving an intercept, compensating for target evasion, and for 
course corrections during the terminal approach.

Short Ranges: At short ranges, a missile may not be able to use its full 
acceleration before it impacts the target, limiting the impact velocity.  
Any missile fired when the distance to the target, in range bands, is less 
than or equal to half of the maximum acceleration of the missile, in Gs, is 
at short range.  Missiles at short range receive a -1 Difficulty modifier to 
the targeting roll, but may not use more acceleration than twice the 
number of range bands to the target.  For example, a 12 G-turn missile fired 
at a range of 4 will receive a -1 Difficulty modifier, but may use no more 
than 8 G-turns of acceleration before impacting the target.

Missiles may be fired at ranges as short as 250km; this is the minimum range 
required for the missile to arm itself and lock onto the target.  The 'Short 
Range Velocity Table' below gives the final velocity of the missile (in 
range bands per turn) for different accelerations and ranges.

Terminal Approach: Once a missile is in terminal approach, any beam weapons 
that are ready to fire may fire at it before it intercepts the ship.  This 
pre-emptive defensive fire takes place during the missile's terminal 
approach, before it reaches the target ship.  This fire is resolved as any 
other beam weapon fire.  Nuclear dampers may be used against proximity 
nuclear missiles during their final approach; resolve this the same way as 
against normal detonation laser missiles.  The terminal approach may last 
longer than a single phase.  In this case pre-emptive defensive fire may 
take place during any or all of these phases.  Consult the 'Time to Impact 
Table' below to determine the total number of phases during which 
pre-emptive defensive fire may be conducted.  As an optional rule, a +1 
difficulty modifier is applied to defensive fire targeting missiles that 
have a closing speed of more than 10.

Planetary combat: Those missiles which can attack a surface target do so as 
laser-designated artillery, except for cannister missiles.  See Traveller: 
The New Era, pages 282 and 278.  Cannister missiles are orbital indirect 
fire, and cannot be designated.  See pages 280-281 of the Traveller rules.


COMBAT TABLES

Missile Difficulty Table

Class			Used by			Difficulty 

Distant			Detonation Lasers	--

Far Proximity		Cannister,
			Proximity Nuclear	+2

Near Proximity		SFF,
			Proximity Nuclear	+3

Impact			KE, KE(HE),
			Proximity Nuclear	+4


Short Range: -1 Difficulty if the range to the target, in range bands, 
is less than or equal to the acceleration of the missile, in Gs.


Time to Impact Table

Closing 	Time in
Speed		Phases
1		10
2		5
3		3
4-5		2
6-10		1
11+		1 (High-Speed Target)

High-Speed Targets: (optional rule) Pre-emptive defensive fire attempts are 
+1 Difficulty if firing on missiles with a closing speed of more than 10.


Short Range Velocity Table

Acceleration	Distance to target in km						
in Gs		250	500	1000	2500	5000	10000	20000
1		0.13	0.18	0.25	0.40	0.56	0.79	1.12
2		0.18	0.25	0.35	0.56	0.79	1.12	1.59
4		0.25	0.35	0.50	0.79	1.12	1.59	2.24
6		0.31	0.43	0.61	0.97	1.37	1.94	2.75
8		0.35	0.50	0.71	1.12	1.59	2.24	3.17
10		0.40	0.56	0.79	1.25	1.77	2.51	3.55
12		0.43	0.61	0.87	1.37	1.94	2.75	3.89
14		0.47	0.66	0.94	1.48	2.10	2.97	4.20
The number in the body of the table is the speed of the missile, in range 
bands per turn, after traveling the stated distance at a given acceleration.


KINETIC DAMAGE

Kinetic Damage: If two solid objects collide at speeds measured in tens of 
thousands of kilometers per hour, parts of them will instantly vaporize into 
a very brief 'fireball' of plasma.  If the objects are very dissimilar in 
size, as for example a missile and a spaceship, the missile will vaporize 
completely and blow a crater in the hull of the ship.  The diameter of the 
crater in centimeters is equal to the damage rating given for the missile on 
the 'Kinetic Damage Table'.

Direct Kill: (optional rule) If a ship is hit with a cratering weapon with a 
large enough penetration, the weapon will simply 'penetrate away' the entire 
ship.  Cannister, SFF, KE, and KE(HE) missiles and the physical damage of a 
contact nuclear explosion are cratering weapons; lasers, detonation lasers, 
x-ray concussion damage, and the various small anti-armor weapons are not.  
Consult the table below.  If the ship's displacement is less than the number 
given, it will suffer the effect.  Destroyed ships are probably blown into 
several large parts.  Annihilated ships are vaporized.

Kinetic Damage Vs Surface Targets: An atmosphere figure of 1+ will cause a 
missile going at these speeds to break up and disintegrate before reaching 
the surface, so worlds with atmospheres are protected against attacks with 
KE and cannister missiles.  Dual-role missiles carrying an explosive warhead 
like the KE(HE), SFF, and proximity nuclear can choose to enter the 
atmosphere slowly enough to survive until impact.

If a missile inflicting kinetic damage hits a surface target on an airless 
world it will do damage as stated under 'Kinetic Damage' above and create a 
crater of the given size.  The vaporized material rushing out from the point 
of impact will also create a concussion effect similar to that generated by 
an explosion  in an atmosphere equal to half the penetration.  Depending on 
the surface, it is possible (although unlikely) that a fragmentation effect 
will be generated as well.


Kinetic Damage Table

Impact Speed 	Damage by Warhead Type
(G-turns)	KE		KE(HE)		Cannister	SFF

 1		1-1020		1-1280		1-34		1-68
 2		1-1560		1-1960		1-51		1-102
 3		1-2000		1-2500		1-65		1-131
 4		1-2360		1-2980		1-78		1-155
 5		1-2700		1-3380		1-89		1-178
 6		1-3000		1-3780		1-100		1-198
 8		1-3560		1-4300		1-118		1-236
10		1-4080		1-5180		1-135		1-270
15		1-5200		1-6560		1-172		1-344
20		1-6200		1-7980		1-205		1-408
30		1-7800		1-9940		1-262		1-522


Direct Kill Table

		Maximum Displacement
Penetration	Destroyed	Annihilated

  250		      5		    -
  500		     40		    1
 1000		    300		    5
 1500		   1000		   15
 2000		   2300		   40
 2500		   4700            80
 3000		   8000		  130
 4000		  19000		  300
 5000		  37000		  580
 6000		  64000		 1000
 7000		 100000		 1600
 8000		 150000		 2400
 9000		 220000		 3400
10000		 300000		 4600
12000		 500000		 8000
18000		1700000		27000
25000		4500000		75000


NUCLEAR DAMAGE

Contact Detonation: If a nuclear weapon is detonated in contact with the 
target vessel, the resultant plasma fireball and high-speed fragments will 
cause direct physical damage to the target as indicated in the 'Physical 
Damage' column of the 'Nuclear Warhead Damage' table below.  Apply this 
damage to the location hit.  Radiation from the blast will also damage the 
target; the penetration and damage value are given in the 'X-Ray Concussion' 
column of the table.  Apply this damage to the location hit as well.  If the 
optional 'Direct Kill' rule is being used, it applies to the physical damage 
but not the x-ray concussion damage.

Proximity Detonation: The plasma fireball and high-speed fragments are a 
short-range effect, and dissipate (mostly) harmlessly in space if the weapon 
is not detonated in contact with its target.  When a nuclear weapon 
detonates in space, the major part of the energy will be released in the 
form of so-called 'soft' x-rays.  This radiation is absorbed by almost any 
solid object and creates, through thermal expansion, a shock wave inside the 
object.

To calculate the damage inflicted from soft x-ray concussion, divide the 
contact x-ray concussion damage, from the 'Nuclear Warhead Damage' table 
below, by the factor dependent on the size of the ship and the detonation 
range, from the 'Soft X-Ray Concussion' table.  This damage has a 
penetration of 1/4, and is inflicted on more than one area of the ship.  The 
number of areas is given on the 'Soft X-Ray Concussion' table.  If there 
isn't enough damage to even cause one major hit, inflict one minor hit to 
one area.  Each location hit also receives radiation and EMP damage as if it 
were hit by a particle accelerator (See Traveller: The New Era, page 322).  

Note that the armor isn't actually penetrated.  Instead the shock wave is 
generated inside the armor and travels towards the interior of the ship.  
Nevertheless, armor does have an effect in lessening the impact.  The areas 
affected should be the ones most facing the explosion, as chosen by the 
referee (refer to the picture on page 319 of Traveller: The New Era).   
Larger ships absorb more damage than small ones because they, due to their 
size, absorb a larger proportion of the bombs energy.  On the other hand, 
their systems are usually able to withstand much more damage.

Other Effects: Nuclear explosions generate considerable amounts of hard 
radiation as well.  This radiation is dangerous to people and equipment, but 
the x-ray effects are usually much more severe.  Spacecraft hulls 
incorporate enough radiation protection that computing these effects are not 
normally necessary.  

If it becomes necessary to calculate radiation exposure, a dose of 1000rem 
will incapacitate a human with 30 minutes, and is 100% fatal within two 
weeks.  A dose of 5000rem incapacitates within a few minutes, and is fatal 
within two days.  Starship hulls reduce the radiation dose by 1/3000th or 
more.  A well-protected military starship, like the SDB, reduces radiation 
exposure by 1/100,000th at Average Stellar, and up to 1/10,000,000th at High 
Stellar tech levels.  Small craft and civilian spacecraft with thin, 
unarmored hulls, may be less well protected at the referee's option.  The 
'Nuclear Warhead Damage' table lists the radiation from the warhead at the 
various ranges (1krem = 1000rem, 1Mrem = 1,000,000rem).

The effects of nuclear weapons on ground targets is beyond the scope of this
article.


Nuclear Warhead Damage

	Contact Detonation		Radiation Damage
	Physical	X-Ray		Contact		Proximity Detonation
Yield	Damage		Concussion	Detonation	Close		Far
50t	1-570		1/4-1100	 50krem		  3krem		 nil
100t	1-810		1/4-1600	100krem		  5krem		 nil
500t	1-1800		1/4-3600	300krem		 10krem		 nil
1kt	1-2500		1/4-5100	500krem		 30krem		 nil
2kt	1-3600		1/4-7200	  1Mrem		 50krem		 nil
5kt	1-5700		1/4-11000	  3Mrem		100krem		 nil
10kt	1-8100		1/4-16000	  5Mrem		300krem		 nil
20kt	1-12000		1/4-23000	 10Mrem		500krem		 nil
50kt	1-18000		1/4-36000	 30Mrem		  1Mrem		1rem
100kt	1-25000		1/4-51000	 50Mrem		  3Mrem		3rem
 

Soft X-Ray Concussion

		    Close Proximity		      Far Proximity
Displacement	Divide by	Areas Hit	Divide by	Areas Hit
10		420		10		4200		10
20		330		10		3300		10
50		240		10		2400		10
100		200		10		2000		10
200		150		9		1500		10
500		110		9		1100		10
1000		90		9		900		10
2000		70		9		700		10
5000		50		9		500		10
10000		40		8		400		10
20000		30		8		300		10
50000		25		7		250		10
100000		20		7		200		10
200000		15		6		150		10
500000		11		6		110		10
1000000		9		5		90		10


  -----8<-----

Designers' Notes

The kinetic damages were computed using the tables on crater size in 'The 
Effects of Nuclear Weapons'.  The penetration was assumed to be equal to the 
crater radius in hard dry rock from a nuclear explosion developing the same 
energy as the kinetic impact.

The 'Direct Kill Table' was developed from noting at what point the crater
diameter due to the damage of the weapon exceeded the diameter of the
notional standard target ship (assumed to be a sphere) of a given tonnage.

Nuclear weapons prices were taken from Striker but modified somewhat in the 
lower end of the scale.  Proximity nuclear effects in space were calculated 
based on the assumptions that the only way of damaging the target was by 
radiation, that most of the energy of the explosion is in the form of 'soft' 
x-rays, and that the nuclear weapon could be treated as a point source of 
radiation.  Close Proximity was assumed to be 300m, and Far Proximity was 
computed at 3km.

We have read, and believe we understand, Dave Nilsen's objections to HE 
missiles in Traveller space combat.  We have worked out the impact and 
damage mechanisms for these missiles to the point where we feel that they 
can work with the technology postulated for Traveller: The New Era.  They 
are based on classical Newtonian physics, and make use of principles 
similar to that outlined for the U.S. Strategic Defense Initiative's 'Smart 
Rocks' and 'Brilliant Pebbles' proposals.

Bertil Jonell		d9bertil@dtek.chalmers.se
Guy Garnett		wildstar@moeng2.morgan.edu



