Variant Missiles for T20.
I've been having some thoughts about missiles in T20. Apart from being a small launching system for small probes and communications devices, there should be some differences in missiles that can be bought and fired.
For starters missiles outrange everything except PA spinal weapons. Outrange by so much that most of the time the additional range is wasted.
Not wanting to complicate things terribly much, and wanting to keep the same infrastructure the thought came to mind that the standard missile form factor could be modified to be shorter range but more powerful, or even longer range but less powerful.
Extreme Range Missile
Range 150,000 km
Conventional Warhead USPd4
Nuclear Warhead (5+USP)d4 + USPd8 Radiation
BPL Warhead d4+(USP) Pulse Laser hits
Long Range Missile (Standard Missile)
Range 90,000 km
Conventional Warhead USPd6
Nuclear Warhead (5+USP)d6 + USPd12 Radiation
BPL Warhead d6+(USP) Pulse Laser hits
Medium Range Missile
Range 45,000 km
Conventional Warhead USPd8
Nuclear Warhead (5+USP)d8 + USPd12 Radiation
BPL Warhead d8+(USP) Pulse Laser hits
Short Range Missile
Range 15,000 km
Conventional Warhead USPd10
Nuclear Warhead (5+USP)d10 + (USP)d20 Radiation
BPL Warhead d10+(USP) Pulse Laser hits
Bomb
Range 0 km
Conventional Warhead USPd12
Nuclear Warhead (5+USP)d12 + (USP)d20 Radiation
BPL Warhead Unavailable. No drive means no aiming.
Of course Bombs aren't terribly useful unless you have a fast craft delivering it or have gravity on your side.
It also makes nuclear bombs utterly terrifying (compared to nuclear missiles which are just mostly terrifying
)
Probably the area of effects may need to be tweaked, that really only matters when firing at ground targets, so posisbly just a note that the heavier weapons would have a slightly larger area is enough.
Any thoughts? Suggested tweaks?
I've been having some thoughts about missiles in T20. Apart from being a small launching system for small probes and communications devices, there should be some differences in missiles that can be bought and fired.
For starters missiles outrange everything except PA spinal weapons. Outrange by so much that most of the time the additional range is wasted.
Not wanting to complicate things terribly much, and wanting to keep the same infrastructure the thought came to mind that the standard missile form factor could be modified to be shorter range but more powerful, or even longer range but less powerful.
Extreme Range Missile
Range 150,000 km
Conventional Warhead USPd4
Nuclear Warhead (5+USP)d4 + USPd8 Radiation
BPL Warhead d4+(USP) Pulse Laser hits
Long Range Missile (Standard Missile)
Range 90,000 km
Conventional Warhead USPd6
Nuclear Warhead (5+USP)d6 + USPd12 Radiation
BPL Warhead d6+(USP) Pulse Laser hits
Medium Range Missile
Range 45,000 km
Conventional Warhead USPd8
Nuclear Warhead (5+USP)d8 + USPd12 Radiation
BPL Warhead d8+(USP) Pulse Laser hits
Short Range Missile
Range 15,000 km
Conventional Warhead USPd10
Nuclear Warhead (5+USP)d10 + (USP)d20 Radiation
BPL Warhead d10+(USP) Pulse Laser hits
Bomb
Range 0 km
Conventional Warhead USPd12
Nuclear Warhead (5+USP)d12 + (USP)d20 Radiation
BPL Warhead Unavailable. No drive means no aiming.
Of course Bombs aren't terribly useful unless you have a fast craft delivering it or have gravity on your side.
It also makes nuclear bombs utterly terrifying (compared to nuclear missiles which are just mostly terrifying
Probably the area of effects may need to be tweaked, that really only matters when firing at ground targets, so posisbly just a note that the heavier weapons would have a slightly larger area is enough.
Any thoughts? Suggested tweaks?