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kinetic.kill.missles.txt

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More Missiles for Traveller: The New Era
 
By Bertil Jonell with Guy Garnett.
 
Contributions from Leonard Erickson (penetration in terms of cratering
damage) and the Traveller Mailing List (general kibbitzing).
 
 
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 multirole weapon, which can damage the
target by kinetic energy or 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.
 
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'.
 
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.  Missiles carrying an explosive warhead like
the KE(HE), SFF, proximity nuclear and the laser detonation missile 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 the stated damage 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 unlikeley) 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: (optional) If a ship is hit with a weapon with a large enough
penetration, the weapon will simply 'penetrate away' the entire ship.
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.
 
 
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
 
 
Cannister missile
 
This missile releases 15000 10g 10mm tungsten spheres into 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').
 
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 Formidible task against
the Gunnery (missiles) asset.  A Difficult test of Electronics can 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 laser detonation 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 to generate
several 100g 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 Laser Detonation 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
given above 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 Laser Detonation 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 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 exposive 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 Laser Detonation 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.  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 agains 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 warhead
available for this missile weigh 250kg or less.  The 100kg electronics
package is assumed to include simple terminal guidance and a proximity
fuse.
 
It is possible to choose the detonation distance of this missile.  Closer
range increases the damage inflicted but makes it harder to achieve a hit.
There are three basic distances: contact, close proximity, and far
proximity.
 
Contact: hitting a target in space combat  with the missile is four levels
more difficult compared to a normal laser detonation 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
		Damage by detonation distance
Yield	Price	Contact			Close Prox	Far Prox
 50t		 10k	1-570 + 4H + R			 1H + R		1h
100t		 15k	1-810 + 6H + R			 2H + R		1h
500t		 20k	1-1800 + 13H + R		 3H + R		1h
  1kt	 30k	1-2500 + 19H + R		 5H + R		1h
  2kt	 50k	1-3600 + 27H + R		 7H + R		2h
  5kt	 70k	1-5700 + 42H + R		11H + R		2h
 10kt	100k	1-8100 + 60H + R		15H + R		1H
 20kt	200k	1-12000 + 85H + R		21H + R		1H
 50kt	500k	1-18000 + 135H + R		33H + R		2H
100kt	  1M	1-25000 + 190H + R		47H + R		3H
 
Damage is handled a little differently than normal space combat.  The H
and h ratings are the number of major or minor hits that are inflicted on
each location facing the blast (consult the picture on page 319 in
Traveller: The New Era).  Locations facing away from the blast will take
one quarter of this (drop fraction).  If the target hasn't decompressed,
there will also be an airshock in the form of a concussion.  The
concussion will have the force of 1D per minor hit and 2D per major hit.
It will affect all personnel that are in the affected locations.
 
If the missile detonated in contact or in close proximity, it will also
inflict radiation and EMP damage if it were a particle accelerator.  See
Traveller: The New Era page 322.
 
 
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 thicker 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 an 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
 
 
Using the Missiles
 
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.
 
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).  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.
 
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 number of additional phases during which pre-emptive
defensive fire may be conducted.
 
 
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
 
 
Special Modifier: -1 Difficulty if the missile is launched and will
intercept the target in the same turn.
 
 
Time to Impact Table
 
Closing 	Time in
Speed	Phases
1		10
2		5
3		3
4-5		2
6-10		1
11+		0
 
 
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.
 
 
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 an 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 was 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.
 
 
 
 
wildstar@quark.qrc.com
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