Hi gang,
Well, my original Space Combat Example thread never made it out of ICU so I thought I'd take the liberty of taking some of its DNA and cloning it.
In other words ...
Yup. And hopefully in a "new and improved" model. Even the mighty Mongoose Publishing company doesn't have the power to totally eliminate lame-duck threads in its own forum.
Since there had been some comments and answers to some of my questions, I took the liberty of enclosing the original post snippets in a string of ten asterisks (**********) and then summarizing the results of some of the discussions up to that point.
So then, without further ado, here is the "cut and paste" version of my original "C's Space Combat Example And Thoughts Part I" thread. See? Even the title has been improved!
**********
For the sake of ease and clarity, I decided to pair off two Gazelle Close Escorts, Ship A1 and Ship A2, against two other Gazelle Close Escorts, Ship B1 and Ship B2. All four ship are exactly alike. Their stats can be found on page 123. This is to help maintain a type of "controlled environment" with minimal confusion and to help highlight any potential imbalances within the mechanics. To maintain order, I used (drum roll, please) the Order of Events outline listed on page 146. The results of any die rolls may be fudged to quickly explore an interest or concern of mine. Interjected throughout the results will be my comments and questions as they arise.
Okay, enough blab. Here we go ...
1) SETUP
a) Determine range between ships.
Easy. Let's make this Medium Range since that is one of the ranges where most Space Combat occurs, per page 146.
b) Determine crew positions
I have the following crew on each ship to work with: 3 Pilots, 1 Navigator, 2 Engineers, 1 Medic, 4 Gunners, 1 Officer, 4 Marines. This is based on Average Crew Requirements on page 113. If I use the Full Requirements, it will overload the eight staterooms, even with double occupancy. Whenever a skill check is required, all crew members will have a skill level of 2.
Question: The Full Crew Requirement for Engineers says "One engineer per 50 tons of jump drive, power plant, OR manoeuvre drive" (emphasis mine). Did Mongoose (MG) mean "and" as oppose to "or"? Otherwise, the meaning would be the same as the Average Crew Requirement.
The positions are filled as follows:
Pilot: 1 Pilot
Captain: 1 Officer
Drive Engineer: 1 Engineer (Power Plant), 1 Engineer (Manoeuvre Drive)
Turret Gunners: 1 Gunner for each of the four turrets
Damage Control: 2 Pilots, 1 Navigator (assume they have Mechanic skills)
Marine: 4 Marines
Passenger: 1 Medic (lacks skill for other positions)
Question: Are the Drive Engineer positions simply Damage Control for the drives? I'm assuming "yes" but the rules are not specific about this. If this is not the case, what good are these positions? Why not just dump those engineers into the Damage Control position?
Okay, I'm going to cheat and look ahead here but ...
Question: What crew position is responsible for the Sensor Locks and Electronic Warfare situations on page 150?
**********
There was some discussion on the Navigator being the dude who performs Sensor Locks and such but, IMOHO, the real issue was the Crew Positions themselves. Page 146 only lists the following Crew Positions for Space Combat: Pilot, Captain, Drive Engineer (for each drive), Turret Gunner, Bay Gunner, Damage Control, Marine, Passenger. My beef is that the Navigator (and Medic, as another example), though technically a crew position under starship operations, is not listed as a Crew Position in Space Combat (again, refer to page 146). The final decision, for now, is that the Navigator (and, Medic) IS a crew position that we'll pretend is listed on page 146.
Oh, and we concluded that in regard to the question about Full Crew Requirements, Mongoose meant "and" for the Engineer position.
**********
c) Determine initiative.
The ships all have equal thrust so there is no +1 DM to the initiative roll for anyone. Besides, I would only apply this DM to one on one ship combat. With more than two ships, where do you draw the line on who gets the bonus and who doesn't? Should the higher 50% of the ships in combat get it while the lower 50% do not? Not as far as this GM is concerned! Furthermore, a +1 DM doesn't seem like much. What if one ship had thrust 1 while the other had thrust 6? Should the difference be the DM?
The fleet commander for Fleet A conducts a Tactics (naval) check and rolls a 10 (includes skill +2 DM)! This gives an an Effect of +2!
The fleet commander for Fleet B conducts a Tactics (naval) check and fails with a roll of 7 (includes skill +2 DM).
The captain for Ship A1 now rolls 2d6 for Initiative and rolls a 9. With the fleet commander's Effect of 2, Ship A1 has an initiative of 11! According to the table on page 149, Ship A1 will get, on average, 3 reactions per combat round!
The captain for Ship A2 now rolls 2d6 for Initiative and rolls a 2. With the fleet commander's Effect of 2, Ship A2 has an initiative of 4. Ship A2 will get, on average, 1 reaction per combat round.
The captain for Ship B1 now rolls 2d6 for Initiative and rolls an 8. Ship B1 will get, on average, 2 reactions per combat round.
The captain for Ship B2 now rolls 2d6 for Initiative and rolls a 6. Ship B2 will get, on average, 2 reactions per combat round.
GMs may need to keep in mind that the Effect of the fleet commander's Tactics roll are used for the modifiers above. They are not Task Chains. Also, I give the "average" number of reactions per round because a ship may "Burn Initiative", per page 149, to gain more reactions.
The Initiative/Reaction model is, perhaps, one of my greatest concerns regarding Space Combat. In Personal Combat, the Initiative is used only to determine combat order. A character is allowed to react to any number of incoming attacks, per page 60 (see Action Summary). However, in Space Combat, the Initiative is also used to determine the number of reactions a ship can make. A ship with 4 reactions has 4 times the "defensive power" as a ship with only 1 reaction. To make things worse, the Initiative of a ship, and consequently, the number of reactions it can make, DOES NOT CHANGE for the duration of the entire battle! At least, not according to the Order of Events (and, incidentally, not according to Personal Combat either). And on top of all this, the problem is further troubling due to the fact that the characteristics of the ship (thrust rating, number of turrets, etc.) have little to no bearing on the Initiative die roll. A ship with 20 turrets does not have any bonuses, even when fighting a ship with just only one turret. It's a very random crap shoot. I need to keep a serious eye on this.
*** SETUP COMPLETED ***
Okay, time for a little review on ship strategy. All of the ships will attack with beam lasers and nuclear missiles, so they plan to remain at medium range. Their thrust will normally be used for manoeuvre actions, not to increase or decrease the range.
Question: The optimum range is given for various ship weapons on page 111 but what are the penalties for different ranges?
**********
At this point I went into a tirade about how I thought some of the computer programs worked, Fire Control and Evade to be precise. However, some very helpful board members (SSWarlock and, sorry, I can't remember the other person) showed me where I went astray. In a nutshell, I had totally glossed over the Automated Positions, on page 146, in which having these programs would be indispensable. The final conclusion was that the Fire Control/3 programs on these ships will give bonus DMs to the gunners.
I don't recall what we concluded in regard to optimum weapon ranges but I thought I had read somewhere else that MG is working on this.
At this point, I had ended my opening post and engaged in some dialogue with the MGT community. The next snippet came from a later continuation of my Space Combat Example.
**********
As a result of recent posts, ship strategy has been changed. All four ships will continue to attack at medium range. However, they will be able to fire all their weapons per round. This weaponry entails 2 sand-casters, 2 beam lasers and 4 missile racks. Full ship stats can be found on pg. 123.
The Fire Control/3 program will now be in use to provide the Gunners a +3 DM on one attack, +1 DM on three attacks, or some other combination. This program has a rating of 15. Since it is running on a computer with a rating of 20, the Evade program cannot be used at the same time.
Summary of Initiative Score and Reactions allowed (in initiative order):
Ship A1 has an Initiative of 11 with 3 Reactions.
Ship B1 has an Initiative of 8 with 2 Reactions.
Ship B2 has an Initiative of 6 with 2 Reactions.
Ship A2 has an Initiative of 4 with 1 Reaction.
All right then. Onward ...
2. Manoeuvre Phase
a. The position of ships is changed based on their thrust.
As mentioned before, the ships want to remain at medium range so each of their thrust (4 rating) will be allocated to manoeuvring. One manoeuvring "point" can be used to Dock With Another Vessel, Help Line Up A Shot, or Dodge Incoming Fire (pg. 147).
Question: Can a ship perform all three different manoeuvres in one combat round if it has enough manoeuvre?
Based on the description under Dodge Incoming Fire (take note of the word "leftover"), it sounds as if a ship could do either a Docking attempt, or a Line Up attempt, with any number of Dodges. Still, common sense tells me that attempting to dock with another vessel will prohibit the other two manoeuvre types. Could a ship really dock with another vessel while dodging fire and/or lining up shots??! For now, I'm going to assume "no" but feel free to correct me with any spectacular reasoning.
3. Combat Phase
a. In order of Initiative, ships can take actions.
I excluded steps b, c, and d for this phase because they appear to be summaries of taking actions as oppose to an ordering of events, but someone please correct me if I'm wrong.
Ship A1 decides to fire her 2 beam lasers, and launch 4 missiles at Ship B1.
The pilot uses a manoeuvre rating to Line Up A Shot to help all his gunners. The wording on page 147 suggests that any bonuses (or penalties) in this task chain will apply to ALL of the gunners. He rolls a 5, +2 DM for his skill, equals 7. That's a -1 DM to all gunner rolls. Hmmmm. Perhaps lining up shots is not such a good thing. A pilot, in this battle, would have to roll a natural 7 for any good to come out of it.
Gunner 1 will apply a +1 DM from fire control to fire his beam laser. Ship B1 decides to React with a Dodge (-2 DM to Ship A1's attack).
The Pilot of Ship B1 rolls an 8 to Dodge. With his skill DM of +2, he succeeds with a 10. Ship B1 now has 1 Reaction remaining for the round.
Gunner 1 of Ship A1 rolls a 12! When you add his skill (+2), subtract from the Pilots Line Up (-1), subtract from his target's Dodge (-2), and add the +1 DM from Fire Control, the total is ... 12! This is an Average Success, according to page 50, but the rules of Space Combat don't elaborate any further on what this could mean. Even if it was an Exceptional Success, I would still only see this as a hit on Ship B1.
Gunner 2 (Ship A1) will apply a +1 DM from fire control to fire his beam laser. Ship B1 decides to React by casting Sand (reduce damage by 1d6). Ship B1 has no more reactions unless she decides to "Burn Initiative".
The Gunner of Ship B1 rolls a 10, plus skill DM, for a total of 12. The canister of sand gets hurled into space, explodes, and sheds its protective "canopy".
Question: Are the effects of sand-casting cumulative when firing more than one successful canister?
Question: Do the effects of sand-casting apply to only incoming laser attacks from the current attacking ship, or does it include all subsequent attacking ships (in the current round) as well?
I'm rather bothered at the idea of firing multiple canisters to acquire an accumulative effect. Granted, a reacting ship may get unlucky by rolling a bunch of 1s, but still ... it seems that equipping a ship with enough sand-casters could make it impenetrable. Then again, ships only have so many Reactions to fire 'em off. For now, I'm going to say they are NOT cumulative, but I'll reserve the right to change my mind.
I'm also making a decision on my last question. See pg. 149, under Fire Sand, where it says, "the damage of EACH beam in the INCOMING ATTACK is reduced by 1d6" (emphasis mine) to understand what I'm talking about. The effects of the sand are to apply only to incoming lasers from the CURRENT attacking ship. Otherwise, a reacting ship would only need to fire one successful canister per combat round.
Gunner 2 (Ship A1) rolls an 8. After all DMs are applied, the total is 10. Another hit!
Gunner 3 will apply a +1 DM from fire control to one missile launch. He rolls an 8. After all DMs are applied, the total is 10. According to the table on page 149, a successful Effect of 2 translates to a "Missile to-hit roll" of 7+.
Hmmmm. I'm getting alarmed as to how confusing this may get. According to the table on page 147, the missiles will reach their destination next turn. I will have to keep track of the "to-hit" number for each missile. I can't resolve any "to-hit" rolls now because Ship B1 may decide to React to the missiles in the following turn, which may add DMs to the die rolls. If I decide to hold off on all the rolls (even the Gunner rolls) until next turn, I'd still have to keep track of DMs (such as the Fire Control DM) that were generated this round for each missile. I'll stick with keeping track of the "to-hit" scores for now but any suggestions to make this easier would be most welcome.
So then, Missile 1 from Ship A1 (A1M1) has a 7+ chance to hit Ship B1.
Gunner 3 launches another missile. The Fire Control program cannot add any more DMs. He rolls a 10. After DMs, the total is 11. This translates to a "Missile to-hit roll" of 7+.
Gunner 4 launches his two missiles. He rolls an 11 and 7. After applying DMs, the "to-hit" results are 7+ and 8+
Question: Page 147 says "Damage is resolved after all attacks have been made in a round." Does this mean after ALL ships conduct their actions, or just the current ship taking actions?
To me, it reads "after all ships". If not, why bother stating this? It seems rather intuitive to resolve damage as the hits occur. On the flip side, if damage is resolved after all ships take their actions, then why have the ships conduct their actions in Initiative order? This would be in opposition to what we see in Personal Combat wherein a high Initiative rating can interrupt someone else's action. Consequently, I have decided to resolve damage now.
For the first beam laser attack, the damage (2d6 according to page 111) is 7. The armor rating on all these ships is 8, so no damage occurs.
For the second beam laser attack, the damage rolled is 12 (Ship A1 is very lucky). Ship B1's armor absorbs 8 points which means 4 points inflict damage. For his protective sand, Ship B1 rolls a 3. The final damage is 1. According to the table on page 150, this results in a single hit. Two dice are rolled on the Location Table (pg. 151) and ... KABOOM! ... a 4 is rolled, resulting in a hit on the Manouevre drive (thrust reduced by 1 and is down to 3).
Okay, here's another potential problem with determining the Initiative only at the beginning of a battle. Remember, once the Initiative is set, it remains static for the rest of the battle. The exception, of course, pertains to Burning Initiative, but even this only lasts one round. Doesn't it seem strange that a ship who has its M-Drive reduced to nothing would still retain its Initiative throughout the battle? Well, at least the thrust, and Manoeuvre ratings, will be affected.
Will this new damage affect the thrust/manoeuvre calculations we did earlier for Ship B1 for this round? Do I need to recalculate them? I don't see this, based on the Order Of Events outline. These results will be used in the next Manoeuvre Phase.
**********
That ended my second episode for Space Combat before Mongoose tried to forever destroy all my hard work (Hey, I've done some IT work ... I understand). Consequently, there was, perhaps, one post afterward but I cannot recall the details.
As usual, MGT community, please show me where I may be going wrong. I'm already thinking about other ways in which the rules are trying to explain sand-casting. An example of Space Combat from Mongoose or one of its play-testers would be REALLY helpful. How did they conduct all this? Am I on the right track? To be continued (unless there is a total lack of interest in this thread).
Well, my original Space Combat Example thread never made it out of ICU so I thought I'd take the liberty of taking some of its DNA and cloning it.
In other words ...
This maybe a dumb question, but didn't you save it on your computer?
Yup. And hopefully in a "new and improved" model. Even the mighty Mongoose Publishing company doesn't have the power to totally eliminate lame-duck threads in its own forum.
Since there had been some comments and answers to some of my questions, I took the liberty of enclosing the original post snippets in a string of ten asterisks (**********) and then summarizing the results of some of the discussions up to that point.
So then, without further ado, here is the "cut and paste" version of my original "C's Space Combat Example And Thoughts Part I" thread. See? Even the title has been improved!
**********
For the sake of ease and clarity, I decided to pair off two Gazelle Close Escorts, Ship A1 and Ship A2, against two other Gazelle Close Escorts, Ship B1 and Ship B2. All four ship are exactly alike. Their stats can be found on page 123. This is to help maintain a type of "controlled environment" with minimal confusion and to help highlight any potential imbalances within the mechanics. To maintain order, I used (drum roll, please) the Order of Events outline listed on page 146. The results of any die rolls may be fudged to quickly explore an interest or concern of mine. Interjected throughout the results will be my comments and questions as they arise.
Okay, enough blab. Here we go ...
1) SETUP
a) Determine range between ships.
Easy. Let's make this Medium Range since that is one of the ranges where most Space Combat occurs, per page 146.
b) Determine crew positions
I have the following crew on each ship to work with: 3 Pilots, 1 Navigator, 2 Engineers, 1 Medic, 4 Gunners, 1 Officer, 4 Marines. This is based on Average Crew Requirements on page 113. If I use the Full Requirements, it will overload the eight staterooms, even with double occupancy. Whenever a skill check is required, all crew members will have a skill level of 2.
Question: The Full Crew Requirement for Engineers says "One engineer per 50 tons of jump drive, power plant, OR manoeuvre drive" (emphasis mine). Did Mongoose (MG) mean "and" as oppose to "or"? Otherwise, the meaning would be the same as the Average Crew Requirement.
The positions are filled as follows:
Pilot: 1 Pilot
Captain: 1 Officer
Drive Engineer: 1 Engineer (Power Plant), 1 Engineer (Manoeuvre Drive)
Turret Gunners: 1 Gunner for each of the four turrets
Damage Control: 2 Pilots, 1 Navigator (assume they have Mechanic skills)
Marine: 4 Marines
Passenger: 1 Medic (lacks skill for other positions)
Question: Are the Drive Engineer positions simply Damage Control for the drives? I'm assuming "yes" but the rules are not specific about this. If this is not the case, what good are these positions? Why not just dump those engineers into the Damage Control position?
Okay, I'm going to cheat and look ahead here but ...
Question: What crew position is responsible for the Sensor Locks and Electronic Warfare situations on page 150?
**********
There was some discussion on the Navigator being the dude who performs Sensor Locks and such but, IMOHO, the real issue was the Crew Positions themselves. Page 146 only lists the following Crew Positions for Space Combat: Pilot, Captain, Drive Engineer (for each drive), Turret Gunner, Bay Gunner, Damage Control, Marine, Passenger. My beef is that the Navigator (and Medic, as another example), though technically a crew position under starship operations, is not listed as a Crew Position in Space Combat (again, refer to page 146). The final decision, for now, is that the Navigator (and, Medic) IS a crew position that we'll pretend is listed on page 146.
Oh, and we concluded that in regard to the question about Full Crew Requirements, Mongoose meant "and" for the Engineer position.
**********
c) Determine initiative.
The ships all have equal thrust so there is no +1 DM to the initiative roll for anyone. Besides, I would only apply this DM to one on one ship combat. With more than two ships, where do you draw the line on who gets the bonus and who doesn't? Should the higher 50% of the ships in combat get it while the lower 50% do not? Not as far as this GM is concerned! Furthermore, a +1 DM doesn't seem like much. What if one ship had thrust 1 while the other had thrust 6? Should the difference be the DM?
The fleet commander for Fleet A conducts a Tactics (naval) check and rolls a 10 (includes skill +2 DM)! This gives an an Effect of +2!
The fleet commander for Fleet B conducts a Tactics (naval) check and fails with a roll of 7 (includes skill +2 DM).
The captain for Ship A1 now rolls 2d6 for Initiative and rolls a 9. With the fleet commander's Effect of 2, Ship A1 has an initiative of 11! According to the table on page 149, Ship A1 will get, on average, 3 reactions per combat round!
The captain for Ship A2 now rolls 2d6 for Initiative and rolls a 2. With the fleet commander's Effect of 2, Ship A2 has an initiative of 4. Ship A2 will get, on average, 1 reaction per combat round.
The captain for Ship B1 now rolls 2d6 for Initiative and rolls an 8. Ship B1 will get, on average, 2 reactions per combat round.
The captain for Ship B2 now rolls 2d6 for Initiative and rolls a 6. Ship B2 will get, on average, 2 reactions per combat round.
GMs may need to keep in mind that the Effect of the fleet commander's Tactics roll are used for the modifiers above. They are not Task Chains. Also, I give the "average" number of reactions per round because a ship may "Burn Initiative", per page 149, to gain more reactions.
The Initiative/Reaction model is, perhaps, one of my greatest concerns regarding Space Combat. In Personal Combat, the Initiative is used only to determine combat order. A character is allowed to react to any number of incoming attacks, per page 60 (see Action Summary). However, in Space Combat, the Initiative is also used to determine the number of reactions a ship can make. A ship with 4 reactions has 4 times the "defensive power" as a ship with only 1 reaction. To make things worse, the Initiative of a ship, and consequently, the number of reactions it can make, DOES NOT CHANGE for the duration of the entire battle! At least, not according to the Order of Events (and, incidentally, not according to Personal Combat either). And on top of all this, the problem is further troubling due to the fact that the characteristics of the ship (thrust rating, number of turrets, etc.) have little to no bearing on the Initiative die roll. A ship with 20 turrets does not have any bonuses, even when fighting a ship with just only one turret. It's a very random crap shoot. I need to keep a serious eye on this.
*** SETUP COMPLETED ***
Okay, time for a little review on ship strategy. All of the ships will attack with beam lasers and nuclear missiles, so they plan to remain at medium range. Their thrust will normally be used for manoeuvre actions, not to increase or decrease the range.
Question: The optimum range is given for various ship weapons on page 111 but what are the penalties for different ranges?
**********
At this point I went into a tirade about how I thought some of the computer programs worked, Fire Control and Evade to be precise. However, some very helpful board members (SSWarlock and, sorry, I can't remember the other person) showed me where I went astray. In a nutshell, I had totally glossed over the Automated Positions, on page 146, in which having these programs would be indispensable. The final conclusion was that the Fire Control/3 programs on these ships will give bonus DMs to the gunners.
I don't recall what we concluded in regard to optimum weapon ranges but I thought I had read somewhere else that MG is working on this.
At this point, I had ended my opening post and engaged in some dialogue with the MGT community. The next snippet came from a later continuation of my Space Combat Example.
**********
As a result of recent posts, ship strategy has been changed. All four ships will continue to attack at medium range. However, they will be able to fire all their weapons per round. This weaponry entails 2 sand-casters, 2 beam lasers and 4 missile racks. Full ship stats can be found on pg. 123.
The Fire Control/3 program will now be in use to provide the Gunners a +3 DM on one attack, +1 DM on three attacks, or some other combination. This program has a rating of 15. Since it is running on a computer with a rating of 20, the Evade program cannot be used at the same time.
Summary of Initiative Score and Reactions allowed (in initiative order):
Ship A1 has an Initiative of 11 with 3 Reactions.
Ship B1 has an Initiative of 8 with 2 Reactions.
Ship B2 has an Initiative of 6 with 2 Reactions.
Ship A2 has an Initiative of 4 with 1 Reaction.
All right then. Onward ...
2. Manoeuvre Phase
a. The position of ships is changed based on their thrust.
As mentioned before, the ships want to remain at medium range so each of their thrust (4 rating) will be allocated to manoeuvring. One manoeuvring "point" can be used to Dock With Another Vessel, Help Line Up A Shot, or Dodge Incoming Fire (pg. 147).
Question: Can a ship perform all three different manoeuvres in one combat round if it has enough manoeuvre?
Based on the description under Dodge Incoming Fire (take note of the word "leftover"), it sounds as if a ship could do either a Docking attempt, or a Line Up attempt, with any number of Dodges. Still, common sense tells me that attempting to dock with another vessel will prohibit the other two manoeuvre types. Could a ship really dock with another vessel while dodging fire and/or lining up shots??! For now, I'm going to assume "no" but feel free to correct me with any spectacular reasoning.
3. Combat Phase
a. In order of Initiative, ships can take actions.
I excluded steps b, c, and d for this phase because they appear to be summaries of taking actions as oppose to an ordering of events, but someone please correct me if I'm wrong.
Ship A1 decides to fire her 2 beam lasers, and launch 4 missiles at Ship B1.
The pilot uses a manoeuvre rating to Line Up A Shot to help all his gunners. The wording on page 147 suggests that any bonuses (or penalties) in this task chain will apply to ALL of the gunners. He rolls a 5, +2 DM for his skill, equals 7. That's a -1 DM to all gunner rolls. Hmmmm. Perhaps lining up shots is not such a good thing. A pilot, in this battle, would have to roll a natural 7 for any good to come out of it.
Gunner 1 will apply a +1 DM from fire control to fire his beam laser. Ship B1 decides to React with a Dodge (-2 DM to Ship A1's attack).
The Pilot of Ship B1 rolls an 8 to Dodge. With his skill DM of +2, he succeeds with a 10. Ship B1 now has 1 Reaction remaining for the round.
Gunner 1 of Ship A1 rolls a 12! When you add his skill (+2), subtract from the Pilots Line Up (-1), subtract from his target's Dodge (-2), and add the +1 DM from Fire Control, the total is ... 12! This is an Average Success, according to page 50, but the rules of Space Combat don't elaborate any further on what this could mean. Even if it was an Exceptional Success, I would still only see this as a hit on Ship B1.
Gunner 2 (Ship A1) will apply a +1 DM from fire control to fire his beam laser. Ship B1 decides to React by casting Sand (reduce damage by 1d6). Ship B1 has no more reactions unless she decides to "Burn Initiative".
The Gunner of Ship B1 rolls a 10, plus skill DM, for a total of 12. The canister of sand gets hurled into space, explodes, and sheds its protective "canopy".
Question: Are the effects of sand-casting cumulative when firing more than one successful canister?
Question: Do the effects of sand-casting apply to only incoming laser attacks from the current attacking ship, or does it include all subsequent attacking ships (in the current round) as well?
I'm rather bothered at the idea of firing multiple canisters to acquire an accumulative effect. Granted, a reacting ship may get unlucky by rolling a bunch of 1s, but still ... it seems that equipping a ship with enough sand-casters could make it impenetrable. Then again, ships only have so many Reactions to fire 'em off. For now, I'm going to say they are NOT cumulative, but I'll reserve the right to change my mind.
I'm also making a decision on my last question. See pg. 149, under Fire Sand, where it says, "the damage of EACH beam in the INCOMING ATTACK is reduced by 1d6" (emphasis mine) to understand what I'm talking about. The effects of the sand are to apply only to incoming lasers from the CURRENT attacking ship. Otherwise, a reacting ship would only need to fire one successful canister per combat round.
Gunner 2 (Ship A1) rolls an 8. After all DMs are applied, the total is 10. Another hit!
Gunner 3 will apply a +1 DM from fire control to one missile launch. He rolls an 8. After all DMs are applied, the total is 10. According to the table on page 149, a successful Effect of 2 translates to a "Missile to-hit roll" of 7+.
Hmmmm. I'm getting alarmed as to how confusing this may get. According to the table on page 147, the missiles will reach their destination next turn. I will have to keep track of the "to-hit" number for each missile. I can't resolve any "to-hit" rolls now because Ship B1 may decide to React to the missiles in the following turn, which may add DMs to the die rolls. If I decide to hold off on all the rolls (even the Gunner rolls) until next turn, I'd still have to keep track of DMs (such as the Fire Control DM) that were generated this round for each missile. I'll stick with keeping track of the "to-hit" scores for now but any suggestions to make this easier would be most welcome.
So then, Missile 1 from Ship A1 (A1M1) has a 7+ chance to hit Ship B1.
Gunner 3 launches another missile. The Fire Control program cannot add any more DMs. He rolls a 10. After DMs, the total is 11. This translates to a "Missile to-hit roll" of 7+.
Gunner 4 launches his two missiles. He rolls an 11 and 7. After applying DMs, the "to-hit" results are 7+ and 8+
Question: Page 147 says "Damage is resolved after all attacks have been made in a round." Does this mean after ALL ships conduct their actions, or just the current ship taking actions?
To me, it reads "after all ships". If not, why bother stating this? It seems rather intuitive to resolve damage as the hits occur. On the flip side, if damage is resolved after all ships take their actions, then why have the ships conduct their actions in Initiative order? This would be in opposition to what we see in Personal Combat wherein a high Initiative rating can interrupt someone else's action. Consequently, I have decided to resolve damage now.
For the first beam laser attack, the damage (2d6 according to page 111) is 7. The armor rating on all these ships is 8, so no damage occurs.
For the second beam laser attack, the damage rolled is 12 (Ship A1 is very lucky). Ship B1's armor absorbs 8 points which means 4 points inflict damage. For his protective sand, Ship B1 rolls a 3. The final damage is 1. According to the table on page 150, this results in a single hit. Two dice are rolled on the Location Table (pg. 151) and ... KABOOM! ... a 4 is rolled, resulting in a hit on the Manouevre drive (thrust reduced by 1 and is down to 3).
Okay, here's another potential problem with determining the Initiative only at the beginning of a battle. Remember, once the Initiative is set, it remains static for the rest of the battle. The exception, of course, pertains to Burning Initiative, but even this only lasts one round. Doesn't it seem strange that a ship who has its M-Drive reduced to nothing would still retain its Initiative throughout the battle? Well, at least the thrust, and Manoeuvre ratings, will be affected.
Will this new damage affect the thrust/manoeuvre calculations we did earlier for Ship B1 for this round? Do I need to recalculate them? I don't see this, based on the Order Of Events outline. These results will be used in the next Manoeuvre Phase.
**********
That ended my second episode for Space Combat before Mongoose tried to forever destroy all my hard work (Hey, I've done some IT work ... I understand). Consequently, there was, perhaps, one post afterward but I cannot recall the details.
As usual, MGT community, please show me where I may be going wrong. I'm already thinking about other ways in which the rules are trying to explain sand-casting. An example of Space Combat from Mongoose or one of its play-testers would be REALLY helpful. How did they conduct all this? Am I on the right track? To be continued (unless there is a total lack of interest in this thread).