Even more space combat questions

DFW said:
kashre said:
Well... first off, under most any circumstances I think it's likely that fighters would be fired on by fighters as well, and pulse lasers vs 10+ armor aren't terribly useful.

Why would you use pulse lasers against an armoured foe? That's like an M1A MBT using its .30 cal MG against another MBT instead of using its cannon Use nuke missiles.

Come on now.

Well... nukes don't do any more damage than pulse lasers as written, except for the nasty radiation damage. Even with my house rules heavy missiles (currently 4d6 for the nuke version) a 10t fighter wouldn't be able to carry to many. Besides, there's no fun if every fighter is exactly the same. Pulse lasers are, afaik the biggest energy weapon that a fighter can mount until it has enough hardpoints for 3 guns, so it seems to me that they should be able to do more than scratch the paint on an "average" light fighter at the very least.


The other problem with "just use nukes" is that as a GM I'd shy away from letting PCs have nukes in a non-military game, but I'm not really against letting fighters be fairly common among traders for defense purposes, especially if there are players who would enjoy a more fighter-centric universe.
 
Actually fighters can carry particle beams. Remember, it only takes 1 "mount" for a "triple turret" or "triple fixed mount" which is all you need to mount a single particle beam.
 
apoc527 said:
Actually fighters can carry particle beams. Remember, it only takes 1 "mount" for a "triple turret" or "triple fixed mount" which is all you need to mount a single particle beam.

You're referring to the Core Rules I presume :)

Because I was recently working that out with a High Guard design and found a weapon limit by size table, such that to get three weapons you need a minimum 70tons of craft, iirc.
 
far-trader said:
apoc527 said:
Actually fighters can carry particle beams. Remember, it only takes 1 "mount" for a "triple turret" or "triple fixed mount" which is all you need to mount a single particle beam.

You're referring to the Core Rules I presume :)

Because I was recently working that out with a High Guard design and found a weapon limit by size table, such that to get three weapons you need a minimum 70tons of craft, iirc.

Yeah... I *think* it's limited. Although now that I look at it I think it's a little confusing:

HG Page 61:

"The number of particle beams is limited as per the expanded space
craft rules."

"It may only equip up to the number of ship–scale
lasers and, particle weapons – allowed by the following table." ( the minimum for mounting at least one energy weapon is PP sG)

From that I can see how it can be interpreted as allowing a particle beam... but what confuses me is the Errata.

HG Errata PDF says :

"Only one particle beam may be fitted to a turret, but this must be a triple turret."

So that makes it seem like you'd have to replace 3 guns with the single turret-level Particle beam and that would require an sS PP at 8.1t.... hrm





[/quote]
 
kashre said:
Well, the official books seem to be full of examples of terribly designed ships. Like the Vargr fighter in the sample for "Fighting Ships" with a beam laser and 12 points of armor, or the Corsair from the core book which has 3 beam lasers for offense on a 400t hull. :P

Oh yes.

However, it is very easy to use the system to modify the ships, esp the armenants. Take some to of the ships as designed as the "basic" model, and up grade accordingly (e.g. the Vargr fighter should had a partical beam, the corsair should be packing some partical beams as well, perhaps a barbarette.

Egil
 
keep it simple, triple turrets or PB's for the Corsair. A favorite of mine is the variable range upgraded pulse laser. Add the 1 option High Output to that and its a credible fighter weapon. Not bad at all on the Corsair either.
 
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