So an average density of 70Kg per cubic metre...
including AV 14 BSD Hull and structural support. Thus TNE tried to include some mass calculations. It does all start to get a bit complicated at that point though.
regards
I would only add that a high ISP by itself does not equate to high acceleration. Just how many pounds of thrust a pound of propellant(s) will produce. Most of the High Isp stuff have motors producing very small acceleration which might be useful overlong periods outside gravity wells but...
I thought HePlar was more like whollyunobtanium and you might as well use gravitics. The best solid propellants have an Isp of about 240, liquid propellants I think up to 400 plus. Acceleration is of course not constant even if the thrust is due to the changing mass ratio. And unless you...
I agree - sorely disappointed - no clarification at all on capital ship combat. If they are happy with it as is why not just say so? they surely read the posts on some of the weird things in capital ship combat. Perhaps there is more to come.
regards
I think the personal combat rules are definitely set at the tactical level, but I do not think there is any real place (unless you really want it) for infantry minor tactics. This is a RPG after all, and characters are played often by persons with no relevant experience or skill. The task and...
This might work at one end, but I would prefer if FC didnot affect damage from barrages as it does.
They would have been MUCH better just differentiating "hitting" with a barrage from "doing damage". They do this, after all, for spinal mounts.
I think that they are beatable using the non-capital ship rules. It's just the capital ship rules that are a problem. Other things being equal, a starship with a good crew and with the best fc modifier has no mathematical chance of hitting a fighter wing at all against a well armoured...
I assume so - they will be using barrage fire back. Ships can be fired on individually I suppose, and there is much more chance if you use the normal space combat rules where to hit and to damage are separate. However that defeats the whole point of using the capital ship "moderate sized"...
Capital ship fighter rules make fighters extremely hard to hit/kill. A typical TL 14 fighter can have AV 14. So without dodging there is a -14 drm, -4 for fighter swarm rules, -3 for reflec against beam weapons - for dodge or evade if applicable. This will make them immune to point defence...
A real issue for HG capital ship combat.
A TL 11 (improved TL+) particle beam spinal mount does 230 damage.
It inflicts only residual damage against any ship with an AV of 8 or more (even a lowly Sloan class escort has AV 6) (230-(8x30)= narf! Residual damage is 23. Radiation damage is zero...
I am not sure the costs for hull armour are correct. The examples seem to indicate you need to multiply the cost by configuration modifiers and use that as the basis for the armour cost.
regards
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