Re: 6mm

Part of thread: 6mm · 1 reply ↳ In reply to Re: 6mm — John Potter Re: 6mm — John Potter


IIRC the main issue with KKM is that anti-missile lasers are guaranteed to
be able to shoot them down within a hex range with a specified rate of
fire. Don't remember the exact math but I want to say between 400 and 800
shots in a 30-minute round. Any battle fleet squadron would have a couple
Aegis analogues bristling with these.

The reality is the prep for them is contingent on their being used, so it's
a bit of circular logic. if the KKM's are possible, the anti-missile lasers
will be equipped to deal with them but if they're not, then the lasers
aren't there, so makes the missiles viable again.

As far as nukes/missiles, seems more likely if the Imperium was going to
ban them, launchers would be banned entirely. Of course, certain
lawbreakers are going to equip them anyway but seems to easy to tamper with
the warhead or swap them out on any mid TL world (for primitive fission) on
up. I did like the idea of civilian chemically pumped lasers, though.

On Mon, Jun 25, 2012 at 1:17 PM, John Potter <> wrote:

>
>
> Don't worry it won't stop me from making a kinetic kill missile and the
> launcher. We'll see how it turns out.
>
>
> On Mon, Jun 25, 2012 at 12:56 PM, <> wrote:
>
>>
>>
>> I had forgotten about the abstract version in the core rulebook that you
>> are using.
>>
>>
>> > No I think I am going to fail because the missile won't have enough fuel
>> > to
>> > cover the average distance in range bands that is randomly rolled for in
>> > the ship combat resolution sequence.
>> >
>> > I think the overall performance envelope on ship scale is going to end
>> up
>> > to be too small but we'll see.
>> >
>> > On Mon, Jun 25, 2012 at 12:49 PM, <> wrote:
>> >
>> >> **
>> >>
>>
>>
>
>
> --
> If the world was fair then every bad thing that has ever happened to you
> would have been deserved.
>
>