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rocket and missle velocity-Limitation Value?


Evil Steve

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This one's a little more crunchy than I normally ask, but here goes.

 

Rockets and missles take time to reach targets that are far away. A lot of time compared to beam weapons railguns.

 

I realized that some real-world missles only travel at about 100m/s. That means a Character more than 300m from his attacker can percieve an attack, and not have to worry about it for a full phase.

 

That should be a Limitation, but how much.

 

I was thinking something like an inverse of the Combat and Noncombat Accelleration advantage, or a modifier on the Extra Time chart.

 

What does anyone else think?

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Re: rocket and missle velocity-Limitation Value?

 

This one's a little more crunchy than I normally ask, but here goes.

 

Rockets and missles take time to reach targets that are far away. A lot of time compared to beam weapons railguns.

 

I realized that some real-world missles only travel at about 100m/s. That means a Character more than 300m from his attacker can percieve an attack, and not have to worry about it for a full phase.

 

That should be a Limitation, but how much.

 

I was thinking something like an inverse of the Combat and Noncombat Accelleration advantage, or a modifier on the Extra Time chart.

 

What does anyone else think?

 

Extra Time makes sense, as this is basically what is happening. Of course, this would only apply to missiles not built as vehicles, which is my preferred option.

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Re: rocket and missle velocity-Limitation Value?

 

You are much better off building ship-to-ship missiles as Vehicles, as noted above, since both speed and maneuverability can be worked in for such scenes as evading the missile with hot shot piloting or getting the missile to collide with something else.

 

But yeah, Extra Time would work for more traditional missile launchers. I would use Extra Time: Delayed Phase for most RPG-type weapons.

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