The Traveller missile is a bit of magic in the first place. Once you accept the magic, odd things become possible. I call this the Reducto missile - from Reducto ad absurdum. You'll understand why in a minute.
Special Supplement 3 (Missiles) builds its missiles around a base 50kg model - performance of the rocket motors assumes the missile weighs 50 kg: "If, once the missile has been assembled, its mass is greater than, or less than, 50 kilograms, then its actual performance will be different."
Now here's where things get interesting. Take a 6g limited burn drive. Give it enough fuel for 1 burn. Slap on a controller and a radio sensor - and that's all. You now have a missile massing 16 kg, less than 1/3 the mass of the 50 kg. standard - and it does more than three times its rated acceleration:
Description: TL 15 18.8G1 Limited Burn, No warhead, Radio Sensor, Mass: 16 kg., Cost: Cr5140
From launch, it will get 94,000 km in one 1000-second turn; anything in that range gets hit. Outside of about 30,000 km, give or take, depending on the speed of the target, it will do one to three points of damage despite the lack of a warhead. It's a kinetic-kill vehicle: "If a missile contacts its target and the sum of the vectors of the missile and the target is greater than 300 millimeters, then one extra hit on the hit location table is allowed for each 300 millimeters of vector length. Ignore fractions remaining when dividing the vector by 300 millimeters."
(A millimeter represents 100 kilometers in that game.)
I guess that makes a certain amount of sense. Impact velocities at even 300 mm per turn are almost twenty times the velocity of an M-1 tank's round, and this thing's doing triple that. Stick a DU penetrator on there, it'd be even more wicked.
In fact, you can dispense with the controller and radio sensor as well, at least according to those rules; you now have a 12 kg., 25G1 missile capable of hitting anything within 125000 km on the first turn of movement, doing up to 4 points of damage, and there's no outrunning it: "Any powered missile will impact the target on the first turn of movement; initial guidance by the launch racks is sufficient in this case."
(How an unguided rocket takes 16 minutes to get from point-A to point-B and hit point-B even when point-B is running a maneuver/evade program is one of the great mysteries.)
My first thought is to wonder whether any guidance system can endure that acceleration - but then we put laser guidance on artillery shells, so that part of it's not impossible.
On the one hand - that's just weird. On the other, it does provide one possible answer to the problem of High Guard missiles hitting in the same turn as launch. You could even tack on another burn without losing too much - in fact, it hits harder after the second burn:
Description: TL 15 17.6G2 Limited Burn, No warhead, Radio Sensor, Mass: 17 kg., Cost: Cr6340 - 88,000 km in one 1000-second turn, another 176,000 km in the second turn with a vector that's generating 5 or more hits depending on the target's vector.
And, like the High Guard missile, it's weaker at short range.
Special Supplement 3 (Missiles) builds its missiles around a base 50kg model - performance of the rocket motors assumes the missile weighs 50 kg: "If, once the missile has been assembled, its mass is greater than, or less than, 50 kilograms, then its actual performance will be different."
Now here's where things get interesting. Take a 6g limited burn drive. Give it enough fuel for 1 burn. Slap on a controller and a radio sensor - and that's all. You now have a missile massing 16 kg, less than 1/3 the mass of the 50 kg. standard - and it does more than three times its rated acceleration:
Description: TL 15 18.8G1 Limited Burn, No warhead, Radio Sensor, Mass: 16 kg., Cost: Cr5140
From launch, it will get 94,000 km in one 1000-second turn; anything in that range gets hit. Outside of about 30,000 km, give or take, depending on the speed of the target, it will do one to three points of damage despite the lack of a warhead. It's a kinetic-kill vehicle: "If a missile contacts its target and the sum of the vectors of the missile and the target is greater than 300 millimeters, then one extra hit on the hit location table is allowed for each 300 millimeters of vector length. Ignore fractions remaining when dividing the vector by 300 millimeters."
(A millimeter represents 100 kilometers in that game.)
I guess that makes a certain amount of sense. Impact velocities at even 300 mm per turn are almost twenty times the velocity of an M-1 tank's round, and this thing's doing triple that. Stick a DU penetrator on there, it'd be even more wicked.
In fact, you can dispense with the controller and radio sensor as well, at least according to those rules; you now have a 12 kg., 25G1 missile capable of hitting anything within 125000 km on the first turn of movement, doing up to 4 points of damage, and there's no outrunning it: "Any powered missile will impact the target on the first turn of movement; initial guidance by the launch racks is sufficient in this case."
(How an unguided rocket takes 16 minutes to get from point-A to point-B and hit point-B even when point-B is running a maneuver/evade program is one of the great mysteries.)
My first thought is to wonder whether any guidance system can endure that acceleration - but then we put laser guidance on artillery shells, so that part of it's not impossible.
On the one hand - that's just weird. On the other, it does provide one possible answer to the problem of High Guard missiles hitting in the same turn as launch. You could even tack on another burn without losing too much - in fact, it hits harder after the second burn:
Description: TL 15 17.6G2 Limited Burn, No warhead, Radio Sensor, Mass: 17 kg., Cost: Cr6340 - 88,000 km in one 1000-second turn, another 176,000 km in the second turn with a vector that's generating 5 or more hits depending on the target's vector.
And, like the High Guard missile, it's weaker at short range.