As promised
CosmicGamer said:
the outcome is not as obvious as one might think - I'll work up details to post later.
The combatants
Grav Tank
2x 12mm Gause Canon 10d6 Mega-AP each
80 Armor on all sides
12 Hull
12 Structure
Light Fighter small craft
Single pulse laser 1d6
2 Armor
0 Hull
1 Structure
Some details
- Skill levels will be level 2 with no characteristic DMs.
- Lets say there is 1 tank and 1 fighter. The question was if the "battlefield would be dominated" by the small craft vs grav tanks so I was going to put in more tanks than fighters but after working the numbers decided it wasn't needed.
- I'll be using averages instead of rolling everything up.
- Somebody has to have initiative. Have to pick someone so I'll say that since tanks have 2 crew each specialized for their task vs a fighter with one crew doing it all that the tank is more likely to have initiative.
Some calculations
Vehicle hit tables
Chance to hit Armor (on a 7) is about 16.7%
Chance to hit Hull (on a 2, 6, 8, or 12) is about 33.4%
Small craft hit table
Chance to hit Armor (on a 7) is about 16.7%
Chance to hit Hull (on a 2, 6, 8 ) is about 30.6%
Let's lay out some of the rules, both by the books and some "personal interpretation and what I call filling in the blanks". I'm trying not to do anything that is specifically opposed to the rules for this example.
Core rules page 151: Spacecraft Weapons and Personal Combat states that "Starship weapons are incredibly powerful and destructive – multiply the damage from a starship weapon by 50 to get the damage in personal-scale terms."
Book 1 Mercenary page 73: Ground Force Weaponry against Starshipscale Targets states that "Gaining a +4DM bonus to hit anything on the starship-scale, ground force weaponry must divide its damage by 50 before comparing it to a starship-scale target’s armour." I guess if a small craft is considered starship scale for the damage divisor, it should also be starship scale for the +4DM.
Rate of Fire
Book 1 Mercenary page 73: "starship weapons are not designed for engaging ground targets and so their rate of fire is painfully slow, able to fire weapons only once every three Combat rounds, and some weapons are utterly useless". Since the fighter can only fire once every 3 rounds, it seams reasonable to say firing takes three rounds and does not occure in round one or two.
Range, Weapons Lock, and other miscellaneous DMs
Not going to deal with it atm.
Armor piercing.
The tanks Mega-AP ignores 40 points of armor. Divided by 50 then rounded up is 1 point of spacecraft armor piercing.
Round one
Tanks target one of the fighters.
With a +4 to hit and skill of 2, it's a sure thing to hit if there are no other DMs. Average effect of +5. Mega-AP gets through the first point of fighter armor. One could say you need at least 75 points of damage (75/50 = 1.5 rounded up to 2) to get through the second point of armor and do a point of damage to the fighter.
The average damage for 10d6 will be 35. There are two canons on a tank so that's 70 points of damage +5 for the effect and we get a single hit on the fighter.
Round 2
Same as round 1.
Round 3
the tank has initiative over the fighter and gets one more hit.
Total of 3 single hits on a fighter before it attacks.
With about a 30% chance of a hull hit, there is a good chance one of the three will be. The fighter has no hull points so instead it will be structure. With only one point of structure, it is reduced to 0 and the ship is destroyed.
This is by no means a certainty. If the fighter gets to fire on the tank, it is more likely to miss than the tank but the fighter has a better chance of getting through its opponents armor.
If the fighter does hit, it does 1d6 damage.
Roll a 1 and it does not get through the 80 points of armor. Around 17% chance
Roll a 2 and do 100 damage -80 armor = 20 = a single tripple hit. 50% chance it is a hull or armor hit which the tank can easily take. About a 22% chance of taking out the weapon. About 17% chance of taking out the drive.
Roll a 3 and its something like 5 triple hits and a single. Half of them taken on hull and armor. The remaining take out systems and disable the tank.
Roll a 6 and there is a good chance nothing is left working on the tank but could still be there.
So another consideration I see is that the fighter is more likely to be destroyed vs the tank having a chance of being recovered and repairable.