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What works? How are ships and vehicles armed?

You recall correctly, it says:

"Tech Levels: The various components of missiles have their tech levels noted in the text. These tech levels are the standard tech level for that component and determine on what worlds these components may be manufactured. The primary effect of tech level is on cost.
The credit cost of a component at its standard tech level is shown in the text. At two less than the standard tech level, the cost is 200% of the base price. At one less than the standard tech level, the cost is 150% of the base price. At one greater than the standard tech level, the cost is 90% of base price. At two or more greater than the standard tech level, the cost is 80% of the base price. Components cannot be manufactured if local tech level is three less than standard tech level.
Non-industrial worlds, for various reasons, cannot manufacture missile components and they are not available on such worlds.
Law Levels: Most missile components are available for purchase at the starport of any world capable of producing them. Some components (specifically warheads) may not be available due to local law level restrictions."

Later in the data annex
"LAW LEVELS
Law levels have no effect except for warheads. Nuclear, fusion, and enhanced radiation warheads are illegal at law levels 4+ ; all warheads are illegal at law levels 8+."

Note that once again this is written for the "isolated world" paradigm. In a sub-sector or sector wide polity then trade between worlds should make missiles components available at every starport regardless of the local world.

Also non-Industrial worlds can still have an A class starport - they can assemble starships but not missiles?

As to law level once again the law level of the starport is determined by the polity that operates the starport, not the world.
Pretty much the same as what Spinflow posted. He took my meaning a little more closely, actual IND, which isn’t the case, but does apply to lower case ind that is not NI.

I’d probably apply a 30% cost increase to NI missiles and -30% decrease from IND worlds.

Re the non-IND starport A building starships, I’d say they can assemble out of standardized letter drives but not build custom.
 
Irrelevant to the truth of missiles. If you can build 1960's rockets, you can build up to 20 G-minute missles.
That's a really sucky Traveller missile, at 1G1, but it's just enough to matter.
Sprint missiles did powered 200g for a few seconds so yes 1G1- but they were more bay missile sized.
 
Sprint missiles did powered 200g for a few seconds so yes 1G1- but they were more bay missile sized.
1G1 is 1,200 g-seconds. The sprint missile did 100g for 5s (according to wikipedia), which isn't even half that, and was a two-stage missile weighing 3.5 tonnes. A two-stage 50kg missile that also includes a guidance package and warhead that can do 1G1 at TL6 is a very big ask. Chemicals won't cut it. The nuclear options at TL6 are too heavy and have poor thrust/weight ratios. Nuclear pulse is right out on something that small (and would be unhealthy for the launching craft).
 
1G1 is 1,200 g-seconds. The sprint missile did 100g for 5s (according to wikipedia), which isn't even half that, and was a two-stage missile weighing 3.5 tonnes. A two-stage 50kg missile that also includes a guidance package and warhead that can do 1G1 at TL6 is a very big ask. Chemicals won't cut it. The nuclear options at TL6 are too heavy and have poor thrust/weight ratios. Nuclear pulse is right out on something that small (and would be unhealthy for the launching craft).
Oh I have no problem assigning some grav/maneuver drive for missiles. I ignore the concept of chemical reaction alone. Perhaps grav neutralization and chemical propulsion so you get game effect limited powered flight.

I assume more mass reduction and a miniaturized fusion plant that burns through fuel as both reaction and coolant. Whatever works at your table is my guiding motto.
 
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