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Missiles in T20

Just a quick question , can anyone tell do you just have to hit an incomming missile to destroy it or does it have hit/structure points ? :eek:
 
Morning Ross,

I would image that a missile has a structural integrity rating. After all a missile is basically an unmanned, small spacecraft. Of course the damage from a standard laser would most certainly destroy the missile with a solid hit. A glancing blow should effectively disable the missile.


Originally posted by Ross:
Just a quick question , can anyone tell do you just have to hit an incomming missile to destroy it or does it have hit/structure points ? :eek:
 
Well it kinda depends on how much a gearhead you want to get into. :D

Just hitting the missile may not be enough to render unable to complete its mission.

Yes a standard anti ship laser would more than likely destroy an unarmored missile, with a direct hit. Glacing blow type hits it depends upon what part it glanced off of what function that part has to the missile. Ie it might be what in "Spartacus" was called a "Slow Kill" not the most effective use of force.

But I can see Mil spec missiles being armored to some degree.

But if you have resusable submunitions carrier type of missiles they can be armored to such a degree that the standard anti ship laser will not seriously impair the mission of the submunitons carrier, ie delivery of its submunitions.

FYI unarmored has just enough structral materials to stay intact to hit the target.

Armored has more than the needed structral/armored materials to stay intact to hit the target. If it is KKM, the armor could be part of the payload.
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Point Defense Lasers open up whole different level of gearheadedness.
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I play it that a hit to the missile destroys it.

I see missiles as fitting more in the vehcile rules instead of spacecraft -- so space weapons would do 5x the damage.....
 
Originally posted by Big Tim:
I play it that a hit to the missile destroys it.

I see missiles as fitting more in the vehcile rules instead of spacecraft -- so space weapons would do 5x the damage.....
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Agreed!! a Shipboard turret Laser (pulse/beam) that succeeds in hitting the inbound missiles) destroys them. (its also less paperwork to mess with as the Players gnaw their fingernails wondering if any of em are gonna get through and get em, you can do that with dramtic pause well enough without scritch-scratchin out Structural Integrity points fer every missile!!!).

heretically yours,
(a man who makes 4 star guys outta threes cuz he feels like it),
 
Originally posted by Big Tim:
I play it that a hit to the missile destroys it.

I see missiles as fitting more in the vehcile rules instead of spacecraft -- so space weapons would do 5x the damage.....
Well since the current rules do not allow the design of missile either as vehicles or starships it will be hard to classify them either way.

IHO classifying them as vehicles will cause more issues than you have anticipated.

IIRC one posted a torpedo concept trying to use the starships system as it stands now. Such torpedoes would be much harder to stop using the anti-ship lasers.

A Military Mil-Spec missile should be more resistant to civilian class anti-ship lasers.
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I look at it this way..

something that ways 0.05dt should be quite easy to knock out if it's even only grazed -- thats' what I meant by 'vehicle' -- really just as justification for the tremendous amount of damage that a laser (or autocannon for that matter) would do to it.

And, actually, I think missiles could quite easily be designed as vehicles, and did so a while back as an experiment to see/show that the 6G rating was an arbitrary limit that didn't fit into existing rules. Missiles still have a high AC due to their tiny size and high agility, but all it takes is one hit.

The Torpedo idea is one I use -- this ways 1 ton and in game I treat it as a 1dt ship with a high AC due to size and agility.

Both have worked quite well in the encounters that i've run so far. In fact, my players are asking about putting autocannons on their ship as anti-missile weapons. I don't see why not, you throw a good deal of lead at something that is coming into you at at least 60G acceleration, and has been for a bit, it's speed alone puts enough KE into the small autocannon round that it'd destroy the missile.
 
OK so what is the Ac you allocate a missile ? :rolleyes: The Torpedo idea is one I use -- this ways 1 ton and in game I treat it as a 1dt ship with a high AC due to size and agility.
Also , I/m still not sure how space combat works , i.e: ranges and gunnery skills . Could someone give me an example please!
 
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