PsiTraveller
Cosmic Mongoose
So assuming the Highburn Thruster boost from the other thread has allowed a fighter ship to get into Close range the dogfighting rules take over.
For the sake of an example let's say there is a 35 ton fighter with 2 firmpoints used as a Tachyon Barbette and it has got into Close range with a 800 ton Mercenary ship with 8 triple turrets of Beam lasers.
The fighter is M-9, HB 6 fir s combined thrust of 15
For the Pilot check the 800 ton ship has
Pilot skill: 2
over 100 tons: -2 (chart)
700 tons over 100 tons: -7 (chart)
Thrust for dogfight: 3
for a -6 to the pilot check
The fighter will have
Pilot 2
Thrust for dogfighting: 15
Roll is +17
Fighter wins and places his fighter behind the mercenary cruiser, but it has turrets so it does not matter much. Fighter gets +2 to attacks
The 600 ton ship has for its attacking numbers
Gunner Skill 2
Pilot Check: 1
Range: 0
Software: 5 (for first turret only)
Beam Laser bonus: 4
Negative modifiers: -6 for being a ship not a knife fighter (pg 162)
Losing Pilot Check: -2
Evasive Action : -2
Evade 1 on fighter: -1
Turret 1: +1
Turret 2-8: -4 to roll
So Turret 1 will hit on an average roll (7 +1 bonus). Damage will be 1D + 2(2 more lasers) +0 for Effect for 6 points on average (5.5 actually)
Assuming the fighter has armour exceeding that, no damage, no Critical.
The other 7 turrets would miss on average rolls, only hitting if the Mercenary rolled an 11 12. And still do no damage to a fighter with armour.
The fighter attack
Dogfight Check win: +2
Gunner skill: 2
Pilot check: +1
Range; 0
Fire Control: 5
Evade 1: -1
Evasive Action: -2
Result: +7
Average attack roll is 7 + 7 = 14. That is a 6 Effect hit. If the fighter does damage it will cause a critical.
Does this add up? am I doing this correctly or have I missed something?
For the sake of an example let's say there is a 35 ton fighter with 2 firmpoints used as a Tachyon Barbette and it has got into Close range with a 800 ton Mercenary ship with 8 triple turrets of Beam lasers.
The fighter is M-9, HB 6 fir s combined thrust of 15
For the Pilot check the 800 ton ship has
Pilot skill: 2
over 100 tons: -2 (chart)
700 tons over 100 tons: -7 (chart)
Thrust for dogfight: 3
for a -6 to the pilot check
The fighter will have
Pilot 2
Thrust for dogfighting: 15
Roll is +17
Fighter wins and places his fighter behind the mercenary cruiser, but it has turrets so it does not matter much. Fighter gets +2 to attacks
The 600 ton ship has for its attacking numbers
Gunner Skill 2
Pilot Check: 1
Range: 0
Software: 5 (for first turret only)
Beam Laser bonus: 4
Negative modifiers: -6 for being a ship not a knife fighter (pg 162)
Losing Pilot Check: -2
Evasive Action : -2
Evade 1 on fighter: -1
Turret 1: +1
Turret 2-8: -4 to roll
So Turret 1 will hit on an average roll (7 +1 bonus). Damage will be 1D + 2(2 more lasers) +0 for Effect for 6 points on average (5.5 actually)
Assuming the fighter has armour exceeding that, no damage, no Critical.
The other 7 turrets would miss on average rolls, only hitting if the Mercenary rolled an 11 12. And still do no damage to a fighter with armour.
The fighter attack
Dogfight Check win: +2
Gunner skill: 2
Pilot check: +1
Range; 0
Fire Control: 5
Evade 1: -1
Evasive Action: -2
Result: +7
Average attack roll is 7 + 7 = 14. That is a 6 Effect hit. If the fighter does damage it will cause a critical.
Does this add up? am I doing this correctly or have I missed something?