AnotherDilbert wrote: ↑
Thu Jan 16, 2020 12:37 pm
It's the same in the basic system: If you launch a salvo of 1000 missiles, 995 or so are guaranteed to hit. Basically missiles don't miss, you shoot them down or they hit. There was extensive discussion during beta...
You know what...I don't think I realised (this being my first real time using 2nd edition instead of 1st edition) how terrifying missiles have gotten.
Now I like the 'shorthand' of "resolve once x effect" for fighter squadrons and missile volleys. Resolving umpty-ump missile attacks was stupid, and even without getting to capital-scale ships the number of missiles and torpedoes fired per turn between corvettes and close escorts in a campaign featuring 1000-2000 dTon warships could quickly become ridiculous.
But....yeah. The auto-hit combined with the sheer damage they do is terrifying.
As a thought experiment, I busted out the Primitive & Advanced Spacecraft section, and built a TL7, 2,000 dTon warship
(kudos to writers, by the way, the new High Guard is very readable if I've not said it before).
This thing, at TL7, costs MCr 1,742.807.
It has Solar Panels, Biospheres and Solar Sails, and a 'Hamster Cage' for its crew staterooms, workshop and medical area, so it has essentially unlimited endurance outside of combat (which is good because it moves around a star system like a geriatric turtle), and when rigging for battle it can pack away everything behind armoured bulkheads and fire up a 3G reaction drive for up to 2 hours.
Most of its cost is due to MCr 600 on point defences - the only way to get a weapon capable of firing point defence at all at TL7 is to field a TL7 Early Prototype Pulse Laser, and having done that you might as well go the whole hog and put them in Early Prototype Triple Turrets - and a further MCr30 on TL7 Early Prototype Civilian Grade Sensors to give it 'only' DM-2 on sensor checks.
A full loadout of TL7 Titanium Steel Armour over a reinforced close structure gives it 968 hull and armour/7, so it's not as flimsy as it might be.
And the reason I'm mentioning this ship is that the last 5 hardpoints are a TL7 large missile bay. Which I couldn't find any reason the ship couldn't mount.
120 Standard-7 missiles might be primitive but....that's kind of hideous.
Even playing it out 'longhand', at very long range, with military countermeasures and a naval-grade crew, you only average an effect of 5 on a 10+ check (7+6+2=15). So you might swat 15-20 missiles with ECM (depending on how initiative sequencing of missile launch and missile hits works) but that's it.
An equivalent sized ship is unlikely to pack more than 15 point defence turrets. Even assuming they're all triple laser weapons and again naval crew), that's probably an average of 3-4 missiles each (7+2+2=11)
Combine the two and you're looking at about 55 missiles making it to the target less Evasive Action and Evade software.
7+1 for Smart = 8 so it's basically remaining missiles = effect and the base damage is 14 minus the target's armour with a standard missile.
I know that (1) canon Imperial Navy ships are often not well designed, (2) they have the sensor and acceleration advantage against this thing so can't be brought to battle against their will, but it feels kind of wrong that a ship from a world that isn't capable of building gravetic technology or jump drives seems able to blow away a latest-generation Imperial DDE in one salvo - put nukes in the tubes and you'd have a fair chance of cracking one open even if it had armour 15.
....I'm hoping there's an error in the logic there somewhere. This thing is 7
tech levels lower. It should be like taking on a bronze age trireme with an SSN.