Rules Clarification: Sustained Damage Space Combat

The Laser is range limited (I guess?).
The Laser suffers a negative DM at longer ranges.
Evasion and Evasive Action will take that down a notch.
Agreed and LASERs will suffer more than missiles as they get the +1DM per missile to counteract it. But that is per surviving missile which if you fired at the same range as the Pulse LASER would allow at least one round of ECM and of course point defence.
Larger ships can't be critted by smaller bays.
True of either LASERS or Missiles so not a specific limitation of LASERs. Also you don't need that big a bay to crit a really big ship (say 50 times your size).
Larger warships probably have military hulls and much more armour. 4D damage from either missiles or bays just isn't cutting it against Armour 25-30.
So even more effective against missiles as they don't get to add the effect to the damage.
In a naval setting (where bays are an option) standard missiles and laser bays are useless, nukes with 1DD damage are the major offensive option, often penetration even heavy armour (Armour 25-30 or so). A Small Particle bay has the range, but still struggles to penetrate with 6D damage.
Most of the sub 10,000 DTon ships in HG have less that half a dozen armour points and the highest is less than the average roll of 4d6+6 (the effect you need before you even consider criticals). You need a Medium bay to get a crit on a 10,000+ DTon ship. By then the particle beam is doing 8D+ effect and an average roll is 34, so easily capable of penetrating 30 armour.
12 standard high-tech missiles can be launched by civilians from a few fixed mounts @ 0 Dt cost, not at all comparable to even a small bay. Perfect for a Subbie?
Critical rolls are not limited to bays for smaller ships. You can get crits with a turret.
A Free Trader or Subbie with weak sensors and non-optimised crew isn't likely to stop all that many of such a salvo with EW and PD, so will almost automatically suffer a major crit. Not something easily recreated with a few laser turrets without optimised gunners and software support.
Not sure what your point is here, you were the one bemoaning the fact that missile criticals spelled the end of capital ships. There are plenty of ways of killing a 400 Dton civilian ship.
Agreed, at medium range, against a 6-10 kDt medium-armoured target. Larger targets just ignore the crit. Heavy armour bounces the attack.
Pulse LASER bays are Long range. Most 6-10 KDt ships in HG seem to have less than 12 points armour. You setting may vary. Larger targets would require a larger bay so are not relevant to the example given.
Agreed, in a single vs. single ship action. Missile crits would mean many small missile boats launching many small missile salvoes. Naval doctrine would change.
Small missile salvoes can be destroyed in detail by sensor operators and point defence systems and large ships have plenty of them. I would see a pivot to lots of small ships with small bay weapons rather than the current small ships with dozens of turrets that require dozens of gunners and that will be largely ineffective against even a 2000+ Dton ship.
Agreed, unless the target was a heavily armoured warship.
Yes if the enemy ship(s) were more than 10,000 Dtons or had more than 20 points of armour attack would be foolish. In the end I setteld with a 200 Dton design* so that would be 1/50th the size and I think I'd allow the captain of the monitor to decline to engage without an accusation of cowardice in that case.
That was basically HG'16...
Can't comment never played it.
Agreed, but missiles are much worse than bays.
A 500 Dt ship with fixed mount missile racks can crit a BB at extended range. A bunch of Subbies can devastate warfleets...
I guess that is why they have so many Sensor Ops and point defence batteries. Not to mention smaller ships to harry and stop the little ships from getting in. I am thinking Anti-FIAC equivalent.
With a direct fire weapon you would need a Large bay and something like a 5000 Dt warship to carry it to crit BBs.
You only need to have the 5 hardpoints and 500 DTons for a Large Bay. I am sure you could fit that into a 1000 Dton non jump ship if you tried. You would only need a few gunners :)
Either way, BBs are non-viable as warships...
That would be an ecumenical matter.

* It has only one small Pulse LASER bay and came in at around MCr30 (including the thrust 6 small craft to take the crew off once the big ships start engaging the monitor in earnest. Hopefully total destruction could be averted for the 3 rounds it would take the escape boat to get away so the monitor isn't a guaranteed death sentence (though historically there have been such sacrificial picket ships)
 
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True of either LASERS or Missiles so not a specific limitation of LASERs. Also you don't need that big a bay to crit a really big ship

So even more effective against missiles as they don't get to add the effect to the damage.

Most of the sub 10,000 DTon ships in HG have less that half a dozen armour points and the highest is less than the average roll of 4d6+6 (the effect you need before you even consider criticals). You need a Medium bay to get a crit on a 10,000+ DTon ship. By then the particle beam is doing 8D+ effect and an average roll is 34, so easily capable of penetrating 30 armour.

Critical rolls are not limited to bays for smaller ships. You can get crits with a turret.

Not sure what your point is here, you were the one bemoaning the fact that missile criticals spelled the end of capital ships. There are plenty of ways of killing a 400 Dton civilian ship.

Pulse LASER bays are Long range. Most 6-10 KDt ships in HG seem to have less than 12 points armour. You setting may vary. Larger targets would require a larger bay so are not relevant to the example given.

Small missile salvoes can be destroyed in detail by sensor operators and point defence systems and large ships have plenty of them. I would see a pivot to lots of small ships with small bay weapons rather than the current small ships with dozens of turrets that require dozens of gunners and that will be largely ineffective against even a 2000+ Dton ship.

Yes if the enemy ship(s) were more than 10,000 Dtons or had more than 20 points of armour attack would be foolish. In the end I setteld with a 200 Dton design* so that would be 1/50th the size and I think I'd allow the captain of the monitor to decline to engage without an accusation of cowardice in that case.

Can't comment never played it.

I guess that is why they have so many Sensor Ops and point defence batteries. Not to mention smaller ships to harry and stop the little ships from getting in. I am thinking Anti-FIAC equivalent.

You only need to have the 5 hardpoints and 500 DTons for a Large Bay. I am sure you could fit that into a 1000 Dton non jump ship if you tried. You would only need a few gunners :)

That would be an ecumenical matter.

* It has only one small Pulse LASER bay and came in at around MCr30 (including the thrust 6 small craft to take the crew off once the big ships start engaging the monitor in earnest. Hopefully total destruction could be averted for the 3 rounds it would take the escape boat to get away so the monitor isn't a guaranteed death sentence (though historically there have been such sacrificial picket ships)
I made a 125 ton ship (the Skeeter) delivered by a redesigned Antiama-Class Fleet Carrier. It could carry 400 of them, if I recall correctly. It was the smallest I could get a small bay weapon (modular for swapping out). There was quite a discussion here about how they would affect fleet combat, but I think they be danged effective as they can deliver criticals to ships up to 10,000 tons.
 
I made a 125 ton ship (the Skeeter) delivered by a redesigned Antiama-Class Fleet Carrier. It could carry 400 of them, if I recall correctly. It was the smallest I could get a small bay weapon (modular for swapping out). There was quite a discussion here about how they would affect fleet combat, but I think they be danged effective as they can deliver criticals to ships up to 10,000 tons.
Ha, normally I am the one who designs as low as you can go. 400 chances of a critical every turn would be interesting to say the least :)
 
True of either LASERS or Missiles so not a specific limitation of LASERs. Also you don't need that big a bay to crit a really big ship (say 50 times your size).
A Large Bay of 500 Dt vs a bunch of fixed mount missile racks of 0 Dt isn't a bit deal?


So even more effective against missiles as they don't get to add the effect to the damage.
In a naval context with naval armour, we are presumably launching nukes @ 1DD, not civilian missiles.
Missiles do damage per hitting missile, not per turret.
In general missiles do more damage.


Most of the sub 10,000 DTon ships in HG have less that half a dozen armour points ...
Sure, they are junk, always has been. The originals were junk in CT too.

... and the highest is less than the average roll of 4d6+6 (the effect you need before you even consider criticals). You need a Medium bay to get a crit on a 10,000+ DTon ship. By then the particle beam is doing 8D+ effect and an average roll is 34, so easily capable of penetrating 30 armour.
Normal approach battle starts at Distant Range, you have to out manoeuvre the enemy to get closer...

Attack with Medium Particle Bay:
Effect = 2D + 5[Gunner] +5[FireCtrl] +6[Size] -6[range] -3[evade] -5[dodge] -8[difficulty] = 2D-6, hit chance 72%, average Effect 1.

Average damage 1.5×20=30, chance of crit ~2%.
Skärmavbild 2025-10-23 kl. 15.37.22.png

Until you have exhausted the targets capability of dodging, you are not doing much damage or critting.


Without dodging you are doing average 4.7×20=94 damage, 49% chance of critting, and 8% of a Severity 4 crit:
Skärmavbild 2025-10-23 kl. 15.51.52.png
To incapacitate a ship with a Sev 4 Fuel crit, you need about 100 such attacks...


With the DM+6 to hit larger ships we can fight at Distant range, but we are not doing all that much damage, and no auto-critting with direct fire weapons...


Not sure what your point is here, you were the one bemoaning the fact that missile criticals spelled the end of capital ships. There are plenty of ways of killing a 400 Dton civilian ship.
There are two different use cases: Small civilian ships and larger naval ships.

In the civilian case a Subbie launching 12 missiles can easily crit another small civilian ship, without any tonnage or skilled gunners.

In the naval case a mass of Subbies can devastate any warfleet, if missiles automagically crit. The Subbies would die quickly, of course.



Small missile salvoes can be destroyed in detail by sensor operators and point defence systems and large ships have plenty of them. I would see a pivot to lots of small ships with small bay weapons rather than the current small ships with dozens of turrets that require dozens of gunners and that will be largely ineffective against even a 2000+ Dton ship.
Quite, but a GCr100 BB against 1000 Missile Subbies is 1000 incoming salvoes. Does the battleship have 1000 sensor operators? 1000 laser PD turrets?


You only need to have the 5 hardpoints and 500 DTons for a Large Bay. I am sure you could fit that into a 1000 Dton non jump ship if you tried. You would only need a few gunners :)
Sure, unless you'd want some survivability with defences such as armour and large M-drives.
 
I made a 125 ton ship (the Skeeter) delivered by a redesigned Antiama-Class Fleet Carrier. It could carry 400 of them, if I recall correctly. It was the smallest I could get a small bay weapon (modular for swapping out). There was quite a discussion here about how they would affect fleet combat, but I think they be danged effective as they can deliver criticals to ships up to 10,000 tons.
Something like the Skeeter is probably good, but the problem is keeping the carrier alive...

Without large warships to kill, even small bays are probably overkill, leaving Long Range Particle barbette or turrets as the default direct fire weapon. And missiles, of course...
 
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