2300AD Space Combat Range Bands

If you make the hex sizes roughly a third of a light second and keep the movement on tactical scale as is then you have a ship with a rating 1 SW moving 2 hexes a turn and energy weapons having a range of 6 or 9 hexes. Military sensors then have a base range of 15 or 21 for the advanced ones.

That fits with the numbers and leaves you with the situation where it takes a slow ship several turns to get out of weapon range.

Missiles are the long range weapon and are treated like ships, just a lot faster.

Faster ships or fighters are still blindingly fast but that is the nature of stutter warp speeds, you get one shot at an incoming missile before it is attacking you. Fighters can zip into weapon range and back out again turn by turn but then that is what they do.

2300 is not a game where energy weapons are used to kill the enemy, energy weapon range duels are the things that happen when the battleships close with each other after the missiles have been fired.

Incidentally missile damage is based on Traveller which makes it way too low. The premier missile combatant (John F Kennedy cruiser) has 20 of the best anti shipping missiles in space. The SIM-14s are widely regarded in cannon as being at the top of the anti shipping missile lists. The missiles a Kennedy carried could cripple or destroy a bug battleship.

But by using Traveller comparisons they do 1-6 hits of 3D6 damage each. Barely enough to get through the armour of a battleship and not enough to even hurt a Martel fighter on average.

Space combats in Traveller are far too weak; 200Dton player ships can take multiple hits, this is fine for Role Play so you can have a decent fight against that pirate.

2300 was a lot more dangerous. Given how easy it is under Traveller to add armour to ships weapon damage should be, I feel, at least twice what it is and more likely three times as much.

Space combat in 2300 was very dangerous and not something you took a civilian ship into, with the Traveller system as is ships are far tougher because the weapons do so little damage. When it takes half the missile load of a cruiser to kill a freighter of the same size then something somewhere has gone wrong.

Getting hit by a SIM-14 if you are flying a ship with even moderate armour becomes a matter of concern rather than something to be greatly feared. The 12 armour battleships are going to have their paintwork scratched and not much else, even small 200-400Dton player ships with 6 armour are going to take a few damage points only. They may suffer the loss of some systems but that is nothing from the hit of one of the most powerful anti shipping weapons around.

At some point 2300 needs Star Cruiser being done to include the base traveller system but to also keep the cannon 2300 has already established.
 
Very good point. Im leaning heavily toward using StarCruiser at this point, and to be frank, debating using the classic system altogether.
 
Back
Top