Spinward Scout
SOC-14 5K
I posted this on the Traveller Downport club this morning - though y'all might like it, too:
<<<The best space mines I've seen are something called Pin Mines - teeny tiny anti-matter mines. There are three components to a Pin Mine:
Beacon - or at least some way for the originating ship to track them (perferably without the other side finding out)
Sensor shielding - covered with some kind of sensor absorbant coating
Explosive - the anti-matter
Technically, the first two are optional, but all you have to do is leave them at a relative stop vector in space and when a ship runs into them, voila! - swiss cheese starship. Ok, not quite as simple, but your GM can figure out the details... Starships have armor against micro-meteoroid damage - same would apply for mines - unless there is an explosive, kinetic energy won't do much unless the object is large. But mines aren't supposed to be moving - when they begin moving, they then become a missile. Mines are supposed to be the cheapest explosive way for detering entrance to an area. Go to your local library and get Tom Clancy's Submarine - you'll get tons of ideas since a fighting spaceship is basically a submarine in space. Granted if you go outside the two, you'll die outside the sub from too much pressure, and outside the spaceship from a lack of. The other differences are propulsion and sleeping quarters. Starship deck plans are built with an eye for comfort compared to a sub - and they say a Scout/Courier is cramped...
Later,
Ubo
P.S. ok, here's a brain poser for all of you physics majors out there:
If the universe is expanding at a specific speed (i.e. the galaxy is moving forward at a specific speed) and the galaxy is also rotating at a specific speed, wouldn't those speeds combined change the "true" wavelength of light according to our current relative perspective?>>>
<<<The best space mines I've seen are something called Pin Mines - teeny tiny anti-matter mines. There are three components to a Pin Mine:
Beacon - or at least some way for the originating ship to track them (perferably without the other side finding out)
Sensor shielding - covered with some kind of sensor absorbant coating
Explosive - the anti-matter
Technically, the first two are optional, but all you have to do is leave them at a relative stop vector in space and when a ship runs into them, voila! - swiss cheese starship. Ok, not quite as simple, but your GM can figure out the details... Starships have armor against micro-meteoroid damage - same would apply for mines - unless there is an explosive, kinetic energy won't do much unless the object is large. But mines aren't supposed to be moving - when they begin moving, they then become a missile. Mines are supposed to be the cheapest explosive way for detering entrance to an area. Go to your local library and get Tom Clancy's Submarine - you'll get tons of ideas since a fighting spaceship is basically a submarine in space. Granted if you go outside the two, you'll die outside the sub from too much pressure, and outside the spaceship from a lack of. The other differences are propulsion and sleeping quarters. Starship deck plans are built with an eye for comfort compared to a sub - and they say a Scout/Courier is cramped...
Later,
Ubo
P.S. ok, here's a brain poser for all of you physics majors out there:
If the universe is expanding at a specific speed (i.e. the galaxy is moving forward at a specific speed) and the galaxy is also rotating at a specific speed, wouldn't those speeds combined change the "true" wavelength of light according to our current relative perspective?>>>