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Fusing and Blast Shaping for Warheads
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CRMcNeill
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PostPosted: Sat Mar 08, 2014 12:55 am    Post subject: Fusing and Blast Shaping for Warheads Reply with quote

So, something I have been considering for a long time is an optional rule for missiles and torpedoes in the SWU. Specifically, since they are highly advanced weapons, the pilot can pre-select not only the fusing of the warhead (proximity, contact or delayed) but the actual shape of the blast itself (spherical, conical or linear) to maximize the effect against a given target.

Say, for instance, that a proton torpedo normally detonates conically (i.e. blasts all of its energy forward in a 90 degree arc). That same torpedo could be reset for a spherical blast (energy goes equally in all directions from point of detonation) with proximity fusing (torpedo detonates when it detects nearby craft instead of actually physically striking it). In game terms, the two options each reduce damage by 1D apiece, but also add a bonus of 1D apiece to the shooter's To Hit roll.

There could be other possible combinations, like a delayed fuse warhead decreasing the chance to hit, but adding to the damage (because the added degree of not only hitting the target but doing so in a manner that allows the warhead to penetrate the target's armor is counterbalanced by the increased damage resulting from the warhead detonating inside the target rather than simply in contact with it or near it.

I have some ideas for rules for the different fusing settings, but I'd like some input on the general concept first.
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garhkal
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PostPosted: Sat Mar 08, 2014 3:38 pm    Post subject: Reply with quote

Unless they are remotely activated to what they are needing to be, i can't see this being done during combat, but more as a 'predo at base camp as we load the missiles up. I would also require either a demo roll or Starship weapon repair to make the switch over.
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CRMcNeill
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PostPosted: Sat Mar 08, 2014 4:10 pm    Post subject: Reply with quote

garhkal wrote:
Unless they are remotely activated to what they are needing to be, i can't see this being done during combat, but more as a 'predo at base camp as we load the missiles up. I would also require either a demo roll or Starship weapon repair to make the switch over.


I fail to see why it should be limited to such a low-tech solution. We have fighter launched missiles right now that can have their guidance system settings changed while the missile is still attached to the launching craft. The advantage of the proposition is such that the pilot can hit a button on his console and tailor the weapon's effect to the specific target.
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jmanski
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PostPosted: Sat Mar 08, 2014 4:38 pm    Post subject: Reply with quote

I can see the timing of the detonation, but not the spread of the blast as that would actually be in the way the explosive is fabricated.

That said, timing would make a significant difference in damage, IMHO.
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CRMcNeill
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PostPosted: Sat Mar 08, 2014 5:07 pm    Post subject: Reply with quote

jmanski wrote:
I can see the timing of the detonation, but not the spread of the blast as that would actually be in the way the explosive is fabricated.

That said, timing would make a significant difference in damage, IMHO.


But this presupposes that the formation of the explosive is limited by current techniques. In a high-tech environment, the explosive could be a liquid or semi-solid that is held in place by magnetic fields, so that changing the shape of the explosive is as simple as changing the configuration of the magnetic fields that hold it in place.
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jmanski
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PostPosted: Sat Mar 08, 2014 10:49 pm    Post subject: Reply with quote

Problem is, we don't see missiles and torpedoes used very much in the universe, and when they are used each source has its own ideas about them.
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CRMcNeill
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PostPosted: Sat Mar 08, 2014 10:57 pm    Post subject: Reply with quote

jmanski wrote:
Problem is, we don't see missiles and torpedoes used very much in the universe, and when they are used each source has its own ideas about them.

True. I'm definitely not a fan of the WEG approach, though. If a missile just goes in a straight line for a short range, it would be simpler to just replace it with a larger, more powerful laser cannon. Ordnance has to have some advantages that it brings to the table.
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shootingwomprats
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PostPosted: Sat Mar 08, 2014 10:59 pm    Post subject: Reply with quote

You know I really appreciate the level of "realism" people are trying to add to a "pulp" game, but I think people are misunderstanding something key to the SWU. Its not about shiny, high-tech stuff. Its a "used" universe. Meaning things are not the highest tech they can be. Things are shiny and spiffy because that is easier than creating something high-tech.

Its not Abrams version of the SWU, its Lucas' SWU. Very different things entirely.
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CRMcNeill
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PostPosted: Sat Mar 08, 2014 11:13 pm    Post subject: Reply with quote

shootingwomprats wrote:
You know I really appreciate the level of "realism" people are trying to add to a "pulp" game, but I think people are misunderstanding something key to the SWU. Its not about shiny, high-tech stuff. Its a "used" universe. Meaning things are not the highest tech they can be. Things are shiny and spiffy because that is easier than creating something high-tech.


And yet the underlying tech speaks of an incredibly sophisticated technical foundation. Gravity manipulation in multiple forms (artificial gravity and inertial compensation), dimensional travel (hyperspace), temporal manipulation (stasis fields), stabilized energy fields that can affect matter (shields and tractor beams) and so on and so forth all speak to a society that has an incredibly deep understanding of and ability to manipulate the world around it. To simply say that something can't be done because its too high tech ignores the fact that it has already been done in-universe (or something close to it).
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shootingwomprats
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PostPosted: Sat Mar 08, 2014 11:36 pm    Post subject: Reply with quote

Okay I ignore it because its not Star Wars "pulp".
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CRMcNeill
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PostPosted: Sat Mar 08, 2014 11:39 pm    Post subject: Reply with quote

shootingwomprats wrote:
Okay I ignore it because its not Star Wars "pulp".

We have different priorities and perspectives, then. Good thing we can agree to disagree around here.
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shootingwomprats
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PostPosted: Sun Mar 09, 2014 12:00 am    Post subject: Reply with quote

Exactly. Always frustrates me when people feel as though a differing idea is an attack on them. Everyone should be able to share their thoughts as an adult, respect others who do not share the same idea, expect and receive the same respect they offer. Its just common sense.
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Lane Arroway
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PostPosted: Sun Mar 09, 2014 10:19 am    Post subject: Reply with quote

Would their be special missiles and torpedoes or will this replace what's already in the game?

On the same thought, would the ship need special equipment or do they have them installed already? What would it take/cost to modifiy a civilian vessel to do this?
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CRMcNeill
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PostPosted: Sun Mar 09, 2014 10:23 am    Post subject: Reply with quote

Lane Arroway wrote:
Would their be special missiles and torpedoes or will this replace what's already in the game?

On the same thought, would the ship need special equipment or do they have them installed already? What would it take/cost to modifiy a civilian vessel to do this?

My thinking is that it would be part and parcel of existing ordnance launch systems.
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Lane Arroway
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PostPosted: Sun Mar 09, 2014 10:36 am    Post subject: Reply with quote

crmcneill wrote:
Quote:
My thinking is that it would be part and parcel of existing ordnance launch systems.


So, if I installed a concussion missile launcher on my YT-1300 it would be included as part of the weapon system. Got it.
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