Condottiere
SOC-14 5K
While I doubt it's viable for smallcraft, a large enough telescope, especially with computer enhancement, should extend considerably visual range for spaceships.
If you're using Striker as a model for your close-in work, then don't forget to consider the vacuum range multipliers for lasers in the environmental section that are often overlooked.
Striker is troublesome as a complete model if for no other reason then direct fire control systems are for planetary engagement ranges. At a minimum one has to assume starship computer model/weapon fire control subsumed.
And that the starship hull carving works both ways in that as pointed out Traveller warships have no obligation to be equipped like the SW Galactic Empire and would have sufficient point defenses firing at the same high rates as the fighters to make short work of threats.
Not to mention their own fighters and escorts to keep carvers away and dead.
The closing and relatively high accel would make matching course and vee highly problematic. One option that would be troublesome for a fast craft closing on a dreadnought would be mass drivers spewing a wall of steel ammo- could be like a cloud of sand for kinetic impact on vessels, and it would be streaming out so intercepting outside the 100- km.
In general the small doughty force closing to suicide range is the sort of thing that probably won't happen in 'high space'.
It will likely be special environments/situations- breaking through the High Guard to either get sheltering ships or the refuelers in the gravwell, disabled or heavily damaged M-drives, Pearl Harbor raids on ships at station/orbit or downports, or slow movement forced through asteroid fields/ice rings with ambush hiding spots.
THE heroic high space option would be making a high speed interception/pass with kinetic impacters. Other then the CT missile supplement, I'm not aware of rules that would model that, you might have to make your own.
When the fighters are a carve up range the capital ship weapons will be destroying them too.
Pulse lasers in point defence mode, RP-Y plus point defence, VRF gauss CAWS
You could even have firing ports for marines to shoot at the fighters with tac missiles.
Just a couple of questions. When firing ships weapons, will targeting actually be visual or would it be performed by sensors?
And while distances will be large, I assume velocities will also be large, so would the "tunnel effect" or something similar have an impact on visual targeting of unguided weapons?
Just a couple of questions. When firing ships weapons, will targeting actually be visual or would it be performed by sensors? ...
...And while distances will be large, I assume velocities will also be large, so would the "tunnel effect" or something similar have an impact on visual targeting of unguided weapons?
I was thinking more in terms of something like this.
http://vc.airvectors.net/tprel_2.html
It is variously referred to as tunnel effect or tunnel paradox because Einstein originally used the example of a train in a tunnel to illustrate it. It is an apparent effect of time dilation.
But your example only mentions 100kps and you would need to be going closer to 30,000 kps before relativistic effects even begin to be noticed, it would be negligible.
I was thinking more in terms of something like this.
http://vc.airvectors.net/tprel_2.html
It is variously referred to as tunnel effect or tunnel paradox because Einstein originally used the example of a train in a tunnel to illustrate it. It is an apparent effect of time dilation.
But your example only mentions 100kps and you would need to be going closer to 30,000 kps before relativistic effects even begin to be noticed, it would be negligible.
If fighters are wanted in a game then invention of cinematic handwavium for them to exist is a necessity.
Base ship combat on any version of extrapolated real world physics and a swarm of fighters doesn't stand a chance of getting to close range, the capital ship can carry enough anti-fighter missiles, point defence railguns or lasers to kill the fighters beyond the effective range of the fighter's weaponry.
If the requirement is non-Newtonian movement for your fighters so they can swoop and dive, pull handbrake turns and ignore momentum then you can invent cinematic handwavium to allow them to maneuver like that.
None of that applies to a High Guard setting, where there is no swooping or diving or handbrake turns or anything cinematic, since it's abstract. I'm inclined toward band movement to address range questions, but there's no swooping and diving there either, and braking is newtonian. And, the fighter's weaponry is mostly the same as the larger ships - lasers and missiles. The key difference is the computer.It is TL dependant. High Guard models ships from TL7 to TL15 and the efficacy of fighters changes as you advance through the TL scale.
I agree.Frankly, not a whole lot of real world physics applies to a High Guard setting either without significantly altering the rules.
What HG requires is two fleets choosing to battle each other and maintaining distance beyond the autohit range of the ridiculously long ranged weapons of Traveller (there is not much real world physics or extrapolation thereof in Traveller apart from the adherence to Newtonian movement).
This is one of those TL dependant bits of HG - do not get fixated on TL15 vs TL15, the nature of fighters at lower TLs is very different.High Guard as written makes it rather hard to kill a fighter except with criticals: fighters can be armored up to ignore anything short of nukes, and they're likely to fly away from a nuke hit unless you inflict a fuel hit.
In the original print runs of HG80 agility did only count towards spinals, and in my house rule options I split up turret/bay/spinal weapons so that bay weapons do not get the -6DM and thus nuclear bay missiles are effectively -12 on the damage table.To implement something with some resemblance to the real-world effects you're citing, we need to restrict agility to resisting fire from spinal mounts only - already a popular idea, so no great controversy there - and then ramp up the nuke's damage by quite a bit, maybe give it a -10 bonus on the damage roll. That would get the attention of even well-armored fighters.
VRF gauss guns, mass drivers, rapid pulse plasma and fusion guns all exist elsewhere in the Traveller rules, but they at limited to a few tens of km range at best.There are no rail-guns - they'd have to be added, and the fighter would already be close enough for their lasers to be a problem once they were in range of rail-guns, so that's a bit of closing the barn door after the horse got out.
Using Striker you can build some interesting anti-fighter vehicle scale weapons...
Missile batteries are the best turret/bay weapon for hitting fighters at higher TLs. You'd have to make them nukes if the fighter is heavily armoured (unless using my optional rules)There are no anti-fighter missiles: a missile's a missile's a missile, same one that chases fighters is chasing dreadnoughts. So, we'd have to add those too - though, after curbing agility and powering up the nuke, that might not be necessary.
Logic would suggest:Again, I'm trying to stick to the CT-MT rule structure to the extent possible, since that's what I'm most familiar with. I'm not averse to adding some new twists - I'm already thinking up a few - but I'd prefer the foundation to be CT-MT. The point is not to make fighters possible. The point is to see what happens when we extend the rule set to its logical conclusion - which is to say, to see what happens when you get closer than the usual space combat ranges.
inside a certain range weapons can not miss and are more destructive
if ships can close to that range then weapons will be installed on capital ships to deal with the threat.
I agree with you here, taking into account the TL caveats and the logic of including dedicated anti-smallcraft weapon systems on capital ships if such tactics are possible.So far, the answer is that little fighters can be potentially very dangerous if they could get to and hold the right range, but they're not going to be able to hold that right range without the other guy either cooperating or being underpowered drive-wise. So, they'd be good at getting close in and chewing up civilian craft or mopping up warships that had already taken a maneuver hit, but they'd pretty well need to stay out of battle otherwise because they're horribly outmatched in electronics and it seems impossible to fight without depending on electronics - aside from attacks on the aforementioned civilian craft or wounded warships where they can't keep you from closing to visual range long enough to fire weapons under augmented optics.
A 1EP laser on a fighter fired at a capital ship from a range of only a few km should, if said laser is also capable of hitting and scoring minor damage at light second ranges, cause considerable damage to the capital ship at such close range.
Get enough fighters up close and pew pew, the trick is to get them that close in the first place.
It's from another RPG but it tries to be sort of hard and I found its take on pulsed lasers to be interesting.Micropulse phased array lasers (which were inevitably shortened to the term phaser) are old Earth legacy weapons. Some can still be found in the Verge, although they are rare and extremely valuable. Any piece that comes onto the market will be coveted by companies trying to reverse engineer the tech and wealthy collectors wanting to own an authentic piece of old Earth. Some unscrupulous individuals or organizations might not decide to wait for a piece to come on the market.
The communications protocols used by old Earth tech and the current Verge are different, so these legacy weapons cannot be synched to a current Verge computer or work with a current Verge HUD.
Phasers are similar to pulse lasers in most respects. Instead of emitting just one pulse that lasts a microsecond, they break up that pulse into nearly 100 pulses of just a few nanoseconds duration each, separated by about ten microseconds. The extreme intensity of the nanosecond pulses causes any matter the pulse is focused on to violently explode, carving out a cavity in the material. The subsequent pulses arrive after the plasma and debris has cleared and are incident on the back wall of the original cavity, blasting out a deeper channel into the target as each subsequent pulse arrives.
As their name indicates, the beam is emitted and focused through an optical phased array rather than a lens or mirror. This gives the phaser a distinctive look, with a smooth end without an obvious focusing aperture like the current Verge pulse lasers. Smallarm phasers mostly emit their beam in the direction the weapon is pointed (with minor adjustments for beam stabilization) but larger phaser heavy weapons use their phased array beampointers to rapidly flick the beam from target to target without needing to slew the pointing of a large monolithic focal array. Even phaser smallarms can shoot off-axis and rapidly switch between targets if synched to a computer running a targeting program (which can be a challenge, since current Verge computers do not have the legacy communications protocols).
Phasers cause Pierce-type damage ‐ the train of mini-explosions damages the material by mechanical rather than thermal mechanisms. The Temperature score is irrelevant – no material held together by chemical bonds is capable of withstanding energy densities of that magnitude, and affector screens cannot interact with the light in any event.