In fact changing the size of the missiles just doesn't work on so meany levels.
After some research, I've found that MWM wrote a booklet that describes missiles almost exactly as Sidewinders right down to the 10Kg warhead. His nukes were obviously made in the mold of the W-54 nuclear trigger which was used in an atomic AAM version of the Hawk, as well as being the warhead on the Davy Crockett recoiless rifle...its yield ranged from .01Kton to .6Kton
The thing is, in non-High-Guard inspired rules, the penetration of the 10Kg HEAP warhead ranges from ~30, to ~45 which is no penetration of else a low pen result against a simple unarmored AV=40 ship. This doesn't jive well with the space combat damage tables ( imho) and explaining the difference by calling it a kinetic kill missile won't work after figuring missile performance using the info for appropriate thrusters. ( at 100 liters in vol., there aren't many choices that can even be used in the MT ruleset. ). 7 G-turns is about it ( from my few attempts ). and that's not nearly enough to get out to 'far' range where missiles get a +1dm. Which is odd given that such a range is 21 '25,000km' squares, which give a -21 dm to sensor tasks to locate and to get a lock-on (unless that's been changed and I didn't notice).
The nuke at least has a pen of around 97 at tech 15, based on demolition tables and 100 tonnes of explosives.
The difference in damage caused between the high-guard -type rules and the striker-based rules is a serious breach of rules' internal consistency imo.
You either decrease the effectivnes of missiles in general as a weapon, but reducing the number of battry rounds due to magazine volumes increaseing 13.5 times for the same combat effectivness.
Or you increase the cost of the missile and fire less of them, but then that means you couldn't have missile turrets because 1 new missile would be as combat effective as 13.5 old ones, and the PCs wouldn't be able to afford them anyway.
By changing the size of missiles you are fundermentally shifting the peramiters of the combat system away from them by making them less effective, and significanly increasing the combat efectivness of everything else.
Not less effective a weapon, so much as limiting the number of times it can be fired. I had thought that missiles should be a serious stand-off weapon, and not just something that is thrown at a target primarily to force it to allocate its own weapons to point defense, thus preventing them from firing at you. There is no way anyone can convince me that a glorified Sidewinder can be a ship killer.
Frankly, I feel that the parameters of the combat system in question are already seriously borked by the very nature of the method for determining the number of hardpoints, the effectiveness and role of sandcasters, and the high-guard carryover of computer dm's, which were an abstraction of the effectiveness of a ship's electronics and sensors; that dm should be a confrontation task between sensor and ECM ( with sandcasters being chaff/flares which become a defensive dm against a sensor lock attempt. But these things are well beyond the scope of errata, so I'll not expand upon those here.
Presumably you would also increase the size of sand canisters to match the size of the new missiles as well? meaning a significant drop in effectivness in defence.
keep them the same size if you like.
I feel that sandcasters as defensive 'shields' of a sort against incoming fire is simply wrong.
Once a 100 liter cannister disperses out when launched, it couldn't possible have any more effect on missiles/lasers/energy weapons than smoke. I'd use it like smoke dispensers on AFV's or smoke screens for
Jutland in Spaaaace to disrupt weapons locks as a -1dm per battery_round fired.
But that's just me.
after a good deal of consideration, I've decided that the high-guard combat grafted into MT is not worth fixing and a new system based on a combination of mayday and MT's vehicle system with attention paid to ECM and EW is more attractive.
I withdraw my suggestion.
btw.... 1 G, or 10m/sec^2 for 20 minutes ( 1200 sec ) gives an addition to velocity of 12KM/sec. Drifting at this velocity for 20 minutes ( 1200 seconds ) will cause a change of position by 14,400 km, not 25,000 km. Perhaps MT's 'squares' in the space combat section should be changed to 15,000, or .05 light/seconds, from the present 25,000 km. just a thought