So we have a scale of 1000 seconds for the turns in supplement 3 missiles, T4 have turns of 1800 seconds. So a 6G6 supplement 3 missile that has a total of 36,000 G seconds of thrust (the same as a 6G3 1/3 in T4).
Some interesting missile designs are available using T4 FF&S:
Armed sensor drone: 2 tons displacement, Passive EMS, 1000 Au Laser comm., 10Kt x-ray nuclear det warhead, target seeker and command guidance modules, and uses a Fusion rocket for 36.5 to 42 hours endurance at 7G's (TL 10-12 designs had powered envelope of 40 to 60 light minutes) in MTU I use these as bay mounted military rounds.
Notes: The Fusion rocket has two modes, ON and OFF no throttling is available and battery power is limited: the electronics, sensors and communicator may run continuously for the noted endurance, for every hour the laser comm. is not run you gain 29 hours of sensor only operation. in short this missile / drone may be placed on a vector and allowed to drift for 30 to 60 days while drawing only 1Kw of power from the battery, upon detecting objects of interest this missile will wake up and perform preprogrammed actions (attack, report, or do nothing) The missile will self destruct when the battery power is exhausted as a safety measure, self destruct is NOT a nuclear explosion. As terminal velocity from long attack runs approach 10,000 KPS any direct hit at these speeds will generally cause total destruction of whatever ship is hit, sandcaster hits will convert the missile into a ball of plasma that is still moving at 3% light speed.
TL 10 7G73 (supplement 3 would be 7G131)
Passive scan 12.5, visual signature -1.5, IR signature -2.5 (+2 when thrusting, +.5 added when using laser comm.), active signature -.0. Basic missile costs in the 6 MCR to 16 MCR range with stealth, military black coatings and sensor upgrades optional coming in at the high range.
1/2 Td missiles at TL 10 to 12 using batteries and HePlaR as thrust agencies run 4 to 6 G for no more than 1 1/2 hours, however the thruster is variable thrust and they cost in close range of 1.6 MCr if using nuclear warhead and full up EMS suite, civilian models with blast fragmentation warhead and no sensors can be had for less than .06Mcr
sub 1 cubic meter command guided point defense and dumbfire missiles with 50kg blast fragmentation warheads can be fielded with burn times of 36 seconds to 6 minutes and 70+ G's, able to reach 1 to 2 hexes in burn + drift + final attack run mode these missiles may engage standoff nuclear det laser warheads.
TL 11 point defense missile Cr 30,500 command guidance 48G's for 180 seconds total thrust available. 50,000 Km range laser communicator, .241 cubic meters, warhead is proximity fused 15cm 50Kg blast fragmentation warhead 700m diameter kill envelope DV 81. Point defense missile launcher and autoloader with ready rounds in magazine rack installs in 1 ton turret with 34 ready rounds in the magazine for 35 battery rounds with a 25.41 second cycle time. Only power needed is the standard .14Mw allocated to the turret. (51 box launchers can be fit inside the turret) Each missile needs a laser comm. channel and a gunner or a master fire director which allows a number of missiles to be controlled equal to the DIFF DM mod provided by the MFD. Any missiles not controlled will go into dumb fire mode and burn all remaining thrust and then explode at burnout. Missile fuel is Lhyd and missiles require preventive maintance and servicing or they will not have the stated performance due to battery charge less than max or the loss of some of the LHyd through boiling off. (.0125 Kl of Lhyd each)
House rules for point defense missiles: target agility: Each G of target agility requires 4G's of point defense missile thrust to counter, If the point defense missile does not have enough G's to counteract target agility an intercept is not possible. High closing velocities: reduce the time to perform the engagement: for every 100KPS of combined closing velocity apply a negative DM on the task to intercept the inbound round.