Thanks for the rephrase.
I think this comes down to one of the differences between the story telling approach and the simulation approach. In the story telling approach you have a need for a specific thing to happen, and configure the universe in such a way to make it likely to happen (a anti-air weapons team is x km from the spacecraft = 1 point of damage). In the simulation or more typical wargaming, you have the universe "the way it is" but the outcome is uncertain (a anti-air weapons team is 3.61 km from the spacecraft = x points of damage). In simulation you have to keep track of the opposing forces and make their actions plausible, even when those actions aren't visible to the players. In story telling you don't have to keep track of anything, the opposing forces are in whatever disposition they need to be at any given time for the story telling elements to occur.
From a strictly simulation point of view, given my own perception of TL6 anti-air technology, there are only a few ways to make a hit plausible:
1) It is an antitank rocket fired at close range (<300 meters) just as the ship is lifting off. Even a couple of seconds after lift off an antitank rocket won't be able to catch the accelerating ship, but if there is a hit it could do damage that would need to be dealt with, like a small hull breach that needs to be patched to be vacuum ready.
2) It is man-portable air defense fired at up to medium range (<2 km) within the first 20 seconds or so after take off. A hit is possible but the warhead is small enough to not do significant damage to the ship.
3) It is theatre-wide air defense or anti-ballistic-missile defense (Soviet S-300 or Russian S-400 like systems). This could be fired probably up to a minute or two after the ship lifts off (I'll simulate it later to get better than "a minute or two" later) from even dozens of km away, and the warhead is large enough (or it is a kinetic energy impactor with enough velocity) to do significant damage to the ship, but that system isn't man-portable. It'd be launched from a road-mobile or fixed-position air defense site. You an get an idea of what S-300 launchers look like here:
https://en.wikipedia.org/wiki/S-300_missile_system and an exoatmospheric intercept might be possible.
In the first two cases, once the ship is underway it doesn't have to reach orbit or get out of the atmosphere with any particular urgency - it could hover at 25,000 meters altitude while determining what action to take and it would not be vulnerable to anything man-portable at TL6, but if the opposing force can command national air defense systems (such as system #3 above) the ship should not dawdle at any altitude and it's best to put a quarter planet diameter or more between you and them.
From a storytelling perspective, I wouldn't worry about the nature of the opposing force, it's plausible from story telling, if not simulation, that a rocket fired from the ground could hit a ship - just don't get into the distances between the ship and launcher or the current ship's altitude.
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On February 9, 2018 8:24 AM, Timothy Collinson <xxxxxx@port.ac.uk> wrote:
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