Quick questions regarding fighters and barrages

Nerhesi

Cosmic Mongoose
a) are there any modifiers to hit small craft/fighters? I couldn't find any with the exception of trying to hit them with spinal mounts, or if they do the fast-strafing run order.

b) Is it just me, or are very high armor ships (even fighter flights) pretty much immune to barrages.

Lets say you're rolling 2d6 +3 (amazing crew), +5 (fire control?), +whatever else maybe a +1 or +2 from something I'm not getting, on the barrage table.

Then you subtract 16 armor, and perhaps a evade software.. and we're not going to assume you subtract range at this point (assume no range mod).

So you're rolling 2d6 +8 or +10 minus 17 or more? and comparing to the barrage table?
 
a) are there any modifiers to hit small craft/fighters? I couldn't find any with the exception of trying to hit them with spinal mounts, or if they do the fast-strafing run order.

High Guard, Fighter Flights, Attacks On Flights:
Barrage attacks on flights suffer a –4 DM, representing the difficulty of hitting a distributed set of targets.

b) Is it just me, or are very high armor ships (even fighter flights) pretty much immune to barrages.

No.

Lets say you're rolling 2d6 +3 (amazing crew), +5 (fire control?), +whatever else maybe a +1 or +2 from something I'm not getting, on the barrage table.

Then you subtract 16 armor, and perhaps a evade software.. and we're not going to assume you subtract range at this point (assume no range mod).

So you're rolling 2d6 +8 or +10 minus 17 or more? and comparing to the barrage table?

You're missing a few key things. Firstly, and most importantly:
Add up the protection offered by the defences, and then subtract it from the individual weapon damage score to determine the final DM.

Also, the +1 from sensor lock on helps, as does things like High Yield weapon upgrades. A +1 means a hell of a lot in barrage combat.
So a barrage of 100 dTon particle beam bays - the Traveller universe's 15" naval guns:

2D6 (roll)
+1 (Lock On from sensors)
+2 (Decent Crew)
+4 (Capital Ship Fire Control/4)
+9-16 (Individual Weapon Damage - Armour)

Gives a net +0, which is an average 100% damage.

Also, just as an aside, normal ships can't get armour 16 unless TL16 or more - at which point you'll generally be flinging stuff like spinal mounts, meson weapons and antimatter warheads, which either literally or figuratively ignore armour anyway.
 
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