Re: KKM experiment

Part of thread: Re: KKM experiment · 1 reply ↳ In reply to Re: KKM experiment — Antony Farrell Re: KKM experiment — DEREK STANLEY


I know it is not TNE but in another book I read of one of the Navys setting up
satellite/mine that was basically a MD that was activated by passive sensors and
began chucking rocks at unfriendlies.

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From: Antony Farrell
Sent: Tue, June 26, 2012 11:13:25 AM
Subject: RE: [Traveller_TNE] KKM experiment

In TNE combat if you want ‘slow’ weapons, mass drivers, kk missiles to be
effective you may need to change the scale.
First change combat rounds to something like 3 minutes which will reduce hex
sizes too.
Second dump gravitic focussing for lasers to bring their ranges down.
Linked to this you need to adjust the ranges of PAs an meson guns to match.

At this point things like Mass Drivers and possibly your plasma and fusion
weapons become useable in space combat again. Havn’t worked it out but how far
would your 26G missile travel in 3 minutes and what would be its impact energy?

Antony

From: [] On
Behalf Of John Potter
Sent: Wednesday, 27 June 2012 12:00 AM
To:
Subject: Re: [Traveller_TNE] KKM experiment


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.

________________________________

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