Captain Jonah
Mongoose
CosmicGamer said:Captain Jonah said:Do you have any quick and simple solutions?
Off the top of my head and not number crunched so will need adjustment :wink:
Beam laser, pulse laser, P-Beam turret, P-Beam Barbette. Standard missile, Nuke. That is the list of weapons players are likely to be firing at ground targets with. Nukes in an atmosphere against vehicles, use existing nuke rules. Its a short list so stat them for vehicle scale.
Space combat turns last 6 minutes and (to my mind anyway) involve multiple shots and keeping a weapon on target for a while to damage it. So in a 6 second ground combat turn a pulse laser will fire only a few pulses rather than the hundreds it will fire over a space combat turn. A beam laser is on target for a second rather than the longer time it would be on target over a 6 minute turn.
Space combat weapons have very precise targeting and are designed for sustained fire, the actual energy per second does not have to be that much more than a grav tanks laser but the grav tank is designed to pop up, fire a few shots and hide again. The ship’s laser is designed to fire hundreds of pulses or to fire 30 second long sustained beams. Firing at any target even a space ship a few thousand metres away is vastly easier than firing at a spaceship 10s of thousands of kilometres away.
Missiles are single shot and will be hugely damaging but this is compensated for with a long minimum range.
Turret Beam laser, range line of sight (orbit), Skill Gunnery, Damage 6D (sustained beam, Add 4D per effect of the “to hit roll” to represent the beam being held on target).
Turret Pulse laser, range line of sight (orbit), Skill Gunnery, Damage 10D for first pulse. Every three effects adds 5D to the damage to represent another pulse hitting.
Turret P-Beam, range line of sight (orbit), Skill Gunnery, Damage 15D, weapon Ignores 60 points of the targets armour and will inflict an internal radiation hit on any target with less than 120 armour unless it is radiation shielded.
Barbette P-Beam range line of sight (orbit), Skill Gunnery, Damage 20D, weapon Ignores 80 points of the targets armour and will inflict an internal radiation hit on any target with less than 160 armour unless it is radiation shielded.
Weapons designed to target enemy ships at thousands of kilometres should have no problems targeting anything they can see so range is not a factor. However they are going to have a lot of problems with rapid changes in a targets aspect so there should probably be huge penalties for fast moving or dodging targets.
Vehicle scale Hull and structure is ten times the space scale (from high guard small craft).
Armour on a spaceship is (to my mind) designed for dumping vast levels of energy over the sustained periods of a deep space fight, it is no more capable of resisting an antitank shell than is the armour on a tank. Yes I know about micrometeorites and so on, spaced outer hull layers, gravatic drive fields etc will vaporise a lump of rock on impact before it does much harm. A hyper dense penetrator core of an antitank round should go straight through that with ease.
Ships are huge and should be able to soak up massive fire power, not bounce it. The best you can manage at tech 15 is 180 armour in vehicle scale or 15 on ship scale. So roughly 30 for being a starship plus 10 per point of space ship armour. Spaceship armour is all round, tanks can afford to concentrate armour on the front and weaken the flanks.
A Far trader would then be Armour 70, 40 Hull and 40 Structure at the vehicle scale. That is enough armour to stand off many attacks from hand held weapons and enough hull to sustain several hits from anti tank weapons.
A Fat trader would then be Armour 30, 80 Hull and 80 Structure. Many hand held weapons can damage the un-armoured space ships hull but it can soak a lot of hits.
In this way ships can take some damage and bounce a few hits but they are hardly uber weapons which is how I think it should be.
A Far trader at a starport should be able to stand off those rebel light armoured vehicles since its triple beam lasers can shred the wheeled vehicles with ease and the rebel hand weapons and light cannons have trouble with 70 armour. However the players need to be planning on taking off and leaving before the rebel heavy armour arrives since those 100mm Anti tank weapons (10D, 40 Armour ignored) will quickly start to hurt the ship.