Re: KKM experiment

Part of thread: Re: KKM experiment · 1 reply Re: KKM experiment — Antony Farrell


So having done the math it would appear there isn't much hope for a KKM to
be effective in TNE's abstract combat system. The ranges are just to great
and HEPlaR simply can't get you to your target fast enough to
be meaningful.

I should note however given the weapons simply 'slug with a motor' in space
no PD worth mentioning could destroy it. It simply has to many centimeters
of BSD to destroy it with a PD laser in a single hit or deal damage to it
effectively over time.

In essence with TNE's abstract star ship combat any weapon with an
effective speed of slower than light (lasers or particle weapons) is pretty
much ineffectual.

If my 2tn missile with 26G thrust did hit your ship it wouldn't be simply
major and minor hits however it would be catastrophic.

If my math was right it would take it 3 combat turns to cover a single
combat band 30k of distance. The distances at which space combat takes
place makes this prohibitively slow with HEPlaR as the only effective
method of cost efficient thrust production.

I did my construction all with the Space Missile design sequence rules at
the end of the Munitions section of FF&S v2. I can offer my number
crunching feel free to ask.

However in TNE based on the rules its simply not effective because its slow.

--
If the world was fair then every bad thing that has ever happened to you
would have been deserved.