AnotherDilbert
Emperor Mongoose
I've interpreted this as launched in round 1 arrives in round 1 + 10 = 11 is OK.
If a missile has not reached its target within 10 rounds, it will run out of fuel and become inert.
TL 15 Hull 0 1,900
Military 1 Desired ∆TL Rat # dTon Cost Power
Hull 0,083 0,017
Config Standard 1 1 0,003
Hull strength Light 1 1
ManœuvreD Standard 9 9 1 0,008 0,015 0,075
PowerP Standard 0,083
Battery 7 0,010 0,002
Comp m/5 1 5 1 0,030
Virtual Crew/1 5 1 1 1 1,000
Sensors Basic 1
Fixed Mount Missile Rack 1 TL7 1 0,850
TL 15 Hull 29 250 116 110,5
Military 1 Desired ∆TL Rat # dTon Cost Power
Hull 65000 13000
Config Sphere 3 3 1788
Hull strength Light 1 1
JumpD Budget 3 -0 3 1 5349 6017 27788
ManœuvreD Budget 9 -0 9 1 6413 9619 83363
PowerP TL12 High Tech 3 1 4194 6291 89874
Fuel, Jump 3 3 1 19500
Fuel, Power 4 4 1 419
Fuel Purification 72 h 72 h 1 325 16
Bridge 1 1 60 325
Holographic 1 1 81
Comp CORE/100 20 100 1 130
Backup Comp CORE/40 8 40 1 45
Software 184
Sensors Advanced 9 4 1 5 5 6
Array Distributed 9 3 1 10 11
Extension Net None
Signal Processing Enhanc 9 2 1 2 8 2
Shallow Pen Suite 9 1 10 5 1
Countermeasures Military 9 2 1 15 28 2
Staterooms 100% 570 570 2280 285
Common Areas 10% 10% 1 228 23
Cargo 1190
Docking Clamp Type I 25000 25000 12500
Craft 0,25 dT 25000
Craft Cost 47500
Missiles, Long Range 25000 12500
Missiles, Multi-warhead 25000 18750
Crew 1038
Command 95
Bridge 34
Pilot 3
Astrogator 1
Sensor & EW 30
Engineer 586
Engineer 456
Maintenance 130
Service 73
Admin 65
Medic 7,816916667
Steward 0,03
Gunner
Flight 250
Troops
TL 15 Hull 96 000 116 115,6
Military 1 Desired ∆TL Rat # dTon Cost Power HardP
Hull 160000 32000 1600
Config Sphere 3 3 4400
Hull strength Light 1 1
JumpD Budget 3 -0 3 1 17148 19291 89143
ManœuvreD Budget 9 -0 9 1 20571 30857 267429
PowerP TL12 High Tech 3 1 13568 20351 290735
Drop Tank Collar 68571 dT 1 1 1 274 137
Drop Tanks 68571 dT 1 1714
Fuel, Jump
Fuel, Power 4 4 1 1357
Fuel Purification 72 h 72 h 1 23 1
Bridge 1 1 60 800
Holographic 1 1 200
Comp CORE/100 20 100 1 130
Backup Comp CORE/40 8 40 1 45
Software 184
Sensors Advanced 9 4 1 5 5 6
Array Distributed 9 3 1 10 11
Extension Net None
Signal Processing Enhanc 9 2 1 2 8 2
Shallow Pen Suite 9 1 10 5 1
Countermeasures Military 9 2 1 15 28 2
Staterooms 100% 2270 2270 9080 1135
Common Areas 10% 10% 1 908 91
Cargo 596
Large Bay
Torpedo High Technology 273 3 TL12 273 95550 12285 6825 1365
Barbette
Torpedo High Technology 235 3 TL10 235 823 1058 470 235
Torpedoes / attack 8425 6 50550 23379
Missile Defence 0
Crew 4130
Command 376
Bridge 56
Pilot 3
Astrogator 1
Sensor & EW 52
Engineer 1786
Engineer 1465
Maintenance 320
Service 193
Admin 160
Medic 31,16416667
Steward 1,7
Gunner 1719
Flight
Troops
TL 15 Hull 102 900 115 953,2
Military 1 Desired ∆TL Rat # dTon Cost Power HardP
Hull 171500 34300 1715
Config Sphere 3 3 4716
Hull strength Light 1 1
JumpD Budget 3 -0 3 1 18380 20678 95550
ManœuvreD Budget 9 -0 9 1 22050 33075 286650
PowerP TL12 High Tech 3 1 14541 21811 311591
Drop Tank Collar 73500 dT 1 1 1 294 147
Drop Tanks 73500 dT 1 1838
Fuel, Jump
Fuel, Power 4 4 1 1454
Fuel Purification 72 h 72 h 1 1225 61
Bridge 1 1 60 858
Holographic 1 1 214
Comp CORE/100 20 100 1 130
Backup Comp CORE/40 8 40 1 45
Software 184
Sensors Advanced 9 4 1 5 5 6
Array Distributed 9 3 1 10 11
Extension Net None
Signal Processing Enhanc 9 2 1 2 8 2
Shallow Pen Suite 9 1 10 5 1
Countermeasures Military 9 2 1 15 28 2
Staterooms 100% 2430 2430 9720 1215
Common Areas 10% 10% 1 972 97
Cargo 334
Large Bay
Torpedo High Technology 290 3 TL12 290 101500 13050 7250 1450
Barbette
Torpedo High Technology 265 3 TL10 265 928 1193 530 265
Torpedoes / attack 8965 4 35860 16585
Missile Defence 0
Crew 4440
Command 404
Bridge 57
Pilot 3
Astrogator 1
Sensor & EW 53
Engineer 1914
Engineer 1571
Maintenance 343
Service 206
Admin 172
Medic 33,4
Steward 0,8
Gunner 1859
Flight
Troops
AnotherDilbert said:Torpedo Max ship.
Dimensioned to cost GCr 116, like a 110 kT Particle ship.
160 kT, J-3, M-9, Armour 0, GCr 116 with 6 rounds of torpedoes.
All jump fuel in permanently attached drop tanks.
Launches 8425 torpedoes / attack.
No defences, nothing fancy.
Yes, but drop tanks are (slightly) cheaper than hull. Cheaper ship, means bigger ship with more bays for the same cost.phavoc said:What's the point of a permanently attached drop tank? It gives you no bonus because the ship would perpetually include the tonnage of the drop tank for all jump and maneuver fuel calculations.
I'm sure that all navies will hate a ship that can win any battle, even at bad odds, without taking any losses.phavoc said:And I don't see any interstellar navy ever building a ship that only could launch torpedoes and then jump out. The cost of maintaining it when it could perform no other duty would be prohibitive. Even the Tigress class dreadnoughts have a more efficient function during times of peace.
Condottiere said:If the torpedo ships jump out after launching their ordnance, accuracy may suffer due to lack of fire control.
AnotherDilbert said:Yes, but drop tanks are (slightly) cheaper than hull. Cheaper ship, means bigger ship with more bays for the same cost.phavoc said:What's the point of a permanently attached drop tank? It gives you no bonus because the ship would perpetually include the tonnage of the drop tank for all jump and maneuver fuel calculations.
AnotherDilbert said:I'm sure that all navies will hate a ship that can win any battle, even at bad odds, without taking any losses.phavoc said:And I don't see any interstellar navy ever building a ship that only could launch torpedoes and then jump out. The cost of maintaining it when it could perform no other duty would be prohibitive. Even the Tigress class dreadnoughts have a more efficient function during times of peace.
Of course this concept is ridiculous, I'm pointing it out so that this unfortunate consequence of the rules can be fixed. That is the point of a beta-program?
Nerhesi said:AnotherDilbert said:I like it.Dracous said:I see double salvoes as a tactic being employed by an opposing naval commander to overwhelm defences. Why not just have it as an opposed tactics roll. Attacker wins, and the double salvo attack is made, defender wins, and the point defence can be applied to each salvo separately.
So now you're tracking to see which Salvos are from which ships and are hitting at the same turn?
Now since Point defense;...all the missiles launched by a ship against a single target in the same combat round.
and...may only be performed against missile salvos.
andA gunner may only attempt Point Defence once every round
It seems that a Point defence attempt may only be made against 1 salvo. Luckily, dedicated point defence batteries (not turrets) allow for their effect to beThe gunner must succeed at a Gunner (turret) check against any missile salvo that is about to make its attack roll against his spacecraft. The Effect of the check will remove that many missiles from the salvo.
Which makes point point defense batteries so much better than re-purposing offensive turrets. This is the factor that makes me appreciate PD batteries.....applied to any salvo or spread between several salvoes
Hmm.. I think you are being a little harsh here. No, it's not a "double scoop of chocolate". I would say that any missiles actually impacting a ship when laser based PD is active is the magical fantasy, but we allow it to make the game fun. Allowing point defence to go twice, or three times, is not magical, and if makes referees uncomfortable, rules can be added to make each shot a difficulty level harder, require extra power allocation, etc etc. I don't think it is neccesary to write this rule into high guard, so if you as a referee don't like it, don't use it. I think I will, because it will give the commander of a ship (or squadron/fleet) more ability to effect the outcome of the battle, and make it a little more fun for them and provides another use for the Tactics skill beyond initiative modifiers.Nerhesi said:So if a ship is being hit by 7 salvos during this turn, however 3 are from the same ship/squadron? So regardless of the turn they were launched in, those need to have opposed tactics rolls or else they deal with "fresh" PD? Even though PD is basically x-shot over Y-time, it magically overdrives during that turn?
I know we fudge things here and there, but this is a double scoop of chocolate.