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)
 
Last edited:
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... The ~300 Dt J-3 version is only double the cost, less than the carrier, and it has more Hull, so more survivable. A 500 Dt J-4 version is getting a bit pricey?

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...
 
Last edited:
A Large Bay of 500 Dt vs a bunch of fixed mount missile racks of 0 Dt isn't a bit deal?
Horses for course, I am not discussing whether it is optimal, I am saying that criticals are broken.
In a naval context with naval armour, we are presumably launching nukes @ 1DD, not civilian missiles.
You may choose to presume that. You setting, your presumptions. The rules however are universal.
Missiles do damage per hitting missile, not per turret.
And the default assumption is that not all will get through.
In general missiles do more damage.
And they cost more per shot and they are more vulnerable to jamming and point defence etc.
Sure, they are junk, always has been. The originals were junk in CT too.
They are however the exemplar and contradict your assumption that representative ships have 20-30 points of armour and generally use nuclear missiles.

As to the rest of it:

I think you have become focussed on winning an argument rather than exploring the issue. I have no interest in defeating you in an argument as I don't know you from Adam and it proves nothing.

I started out asking for a citation where it explicitly says Missiles cannot benefit from criticals as I had concerns. Having failed to provide that you decided to turn the argument into proving that missiles were just too powerful with criticals for that to be a sensible rule.

To show you it wasn't a missile only issue I posed the bay weapons but you then decided to change the argument to one about missiles being better than bays of LASERS.

Your current argument is that a lot of small ships with missiles can destroy big ships without needing criticals as they are so damn good and you would only be using nukes anyway.

About the only useful thing that has come out of this discussion is my recalling that as all missiles fired by a ship in a round are a single salvo and that ECM can only affect a salvo once per turn then really large barrages of missiles from a single ship will just swamp even a large ship as they can only use a single Sensor Op against it and only remove a few missiles per 10 turns max that they have. The salvos from lots of small ships can each be engaged with ECM as they are separate salvos. Knocking a dozen missiles out of a salvo of 120 isn't going to matter. Knocking a dozen missiles out of a salvo of 12 is going to stop it dead. You can deploy 100 fighters with 100 sensors ops in Close range and they can all have a go at EMC against 1 of the 100 salvos incoming or you could just have 100 on your own ship (or 100 mouse droids with Electronics (Sensors). Each droid would cost less than 1 missile. Point defence can cull the rest (and as many PD batteries as you want can target a single salvo).

However, since I am unlikely to fight such an engagement unless it is to test the theory, the outcome hasn't been worth the electrons expended in conducting the argument.

I am not interested in peoples opinions. I am very interested the evidence for those opinions.

The evidence you have presented does not convince me that my assertions below are incorrect.

1) That missiles can benefit from Effect 6+ crticals.
2) A 200 Dton ship with a small Pulse Laser bay is able to take on any of the sub 10000 Dton ships in HG with a reasonable chance of a one shot crippling hit at normal encounter ranges.
 
Last edited:
Something like the Skeeter is probably good, but the problem is keeping the carrier alive... The ~300 Dt J-3 version is only double the cost, less than the carrier, and it has more Hull, so more survivable. A 500 Dt J-4 version is getting a bit pricey?

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...
Well, carriers exist to do exactly this, so I’d imagine they hang way back and have other protections. In the end, all I did was change the fighters to larger sunlight craft.

Would jump capable ones be better? Maybe, but I was exploring a better fighter at the time because they get rooked bad. Cross the 100 barrier and things improve for them a good deal.

I will look at the 300-ton version you suggest, though. The idea is interesting.
 
I think you have become focussed on winning an argument rather than exploring the issue. I have no interest in defeating you in an argument as I don't know you from Adam and it proves nothing.
Strangely I got the same impression about you... Just a breakdown of communications, I guess.

I started out asking for a citation where it explicitly says Missiles cannot benefit from criticals as I had concerns.
Agreed, the best I can show is a general assumption in the HG'16 beta program. Destroying large warships with crits was a topic of discussion, IIRC.

Having failed to provide that you decided to turn the argument into proving that missiles were just too powerful with criticals for that to be a sensible rule.
Agreed.

To show you it wasn't a missile only issue I posed the bay weapons but you then decided to change the argument to one about missiles being better than bays of LASERS.
No, not really, just that missile salvoes inflicting auto crits would break the system even worse than crits from direct fire weapons.

Your current argument is that a lot of small ships with missiles can destroy big ships without needing criticals as they are so damn good and you would only be using nukes anyway.
No, small missile ships could defeat large warships WITH auto-crits, even easier than direct fire weapons could crit. The damage would be trivial in either case.
 
Weapon system selection depends on what you think you'll be shooting at.

Also, different missiles have different effects, which can be more damaging on the target.
 
No, small missile ships could defeat large warships WITH auto-crits, even easier than direct fire weapons could crit. The damage would be trivial in either case.
Can you provide a specific example rather than hopping all over the place.
Describe the small missile ship exactly as I suspect any specific attack mode can be defeated at relatively low cost. we are talking a unicorn ship here so I don't expect a source, just a valid design.
Describe the specific large warship (and the source) that can be destroyed by crits from a missile salvo but not from crits from a direct bay weapon that fits in the same sized ship.

I have described my candidate but it's full stats are here.

EDIT: This formatting sucks :(

Lethal Bean.jpg


I did consider stealthing it, but decided not to bother. As a buffered asteroid in the right environment it would be fairly innocuous. It has 12 armour which will shrug off many attacks and of course the 120 Hull points are no minor (12 hits required for a sustained damage critical).

The main armament is from the bay LASERS. These are effective enough against normal pirate vessels that the monitor might be called upon to attack. There is a spare hardpoint for a turret which might be used in some configurations, but it requires an additional gunner and adds cost.

There is a commander (who has his own cabin) two junior officers (sharing a cabin) and 6 ratings in barracks allowing for 3 shifts of Sensor Op / Pilot, Gunner and a Commander. The second shift will be within a ship round of an action station (the ship is pretty small) but the third shift would be asleep and therefore would take time to rouse when action stations was sounded.

The life boat is for when the ship gets too knocked about and the crew need to escape. If they can launch before the main ship is destroyed thrust 6 gives them a fair chance. It is more for morale and for occasional resupply purposes. Monitors that are on station closer to a suitable

Since it is so cheap (in warship terms) 4-5 could be scattered about in lieu of a more conventional SDB.

It relies on highly trained and motivated crews, graduates of Naval Academy usually specially selected for DEX for gunners and INT for Sensor Ops. Officers will have Leadership. In their first term since graduation, crew Skills are at least 2 in their role skill and 1 in two others, but many have been promoted and their base skill could reasonably be 3 plus their Stat bonus for an effective level 3-4 in their primary role skill. All crew will their basic training with two of those skills at at least 1. They will also have any rank skills.

Monitors mostly just provide a deterrent effect, but in times of high alert they perform a secondary function of picket duty. They tend to run silent as possible and lurk near critical infrastructure (gas giants etc.). Like ballistic subs you know they are in system but don't know exactly where. When acting as pickets, if an unexpected warship of under 10 kDton jumps in they are to attack immediately creating confusion and maybe dealing a crippling blow before reinforcements arrive. If an attack would be suicidal then they can just report but offensive action is both expected and significantly increases the chance of promotion or field commission. The age of the crew also tends to result in higher aggression.
 
Last edited:
Describe the small missile ship exactly as I suspect any specific attack mode can be defeated at relatively low cost.
Sure, I can whip up something more advanced than a Subbie:
Skärmavbild 2025-10-24 kl. 11.53.54.png

I can't really read you rock, as there seems to have been some mishap with the table, but it seems to be non-jump so I did that too.




Describe the specific large warship (and the source) that can be destroyed by crits from a missile salvo but not from crits from a direct bay weapon that fits in the same sized ship.
OK, whip up a random large warship: the BC Victim-class:
GCr 170, 120 kDt, J-4, M-9, Armour 30, healthy complement of 400 sensor operators.
Big particle spinal (LR) and and assortment of turrets, here 555 particle (LR,HY) and 555 pulse laser (LR,HY):
Skärmavbild 2025-10-24 kl. 12.01.58.png


As far as I understand, your ship looks roughly like this?
Skärmavbild 2025-10-24 kl. 16.26.09.png
Commendably simple and cheap.
 
Last edited:
Isocost fleets:
One BC Victim-class: MCr 171 000.
2060 Missile Boats.
6100 Laser Rocks.


Encounter 1: 1 BC vs. 2060 Missile Boats.
As they approach, they enter Distant range. Detection is trivial, everybody sees each other.
Initiative is generally won by the BC, due to higher Thrust.

Round 1:
-BC fires 555 Long Range particle turrets @ Distant range:
- -Effect = 2D + 5[Gunner] +3[FireCtrl] +1[SubCmd] +2[autom] -6[range] -2[evade] -8[difficulty] = 2D-5, hit chance 83%, average Effect 2, average damage 4, 8% crit.
- -Dodge spoils the shot, each boat has 6 dodges. The boats have 72 Hull, so it takes about 20 shots to kill a boat.
- -27 boats killed.
-Boats launch 2033 salvoes of 24 nukes, 6 nukes will reach the BC on round 11.
BC effectively neutralises 350 salvoes with EW, 1683 remains for round 11.
BC locks on to 50 boats, boats breaks a few of the locks.

Round 2:
-BC fires 555 Long Range particle turrets @ Distant range:
- -Effect = 2D + 5[Gunner] +3[FireCtrl] +2[lock] +1[SubCmd] +2[autom] -6[range] -2[evade] -8[difficulty] = 2D-3, hit chance 97%, average Effect 4, average damage 6, 28% crit.
- -Dodge spoils the shot, each boat has 6 dodges. The boats have 72 Hull, so it takes about 15 shots to kill a boat.
- -37 boats killed, 1996 remains.
-Boats launch 1996 salvoes of 24 nukes, 6 nukes will reach the BC on round 12.
BC effectively neutralises 350 salvoes with EW, 1646 remains for round 12.
BC locks on to 50 boats, boats breaks a few of the locks.

...

Round 11:
-BC fires 555 Long Range particle turrets @ Distant range:
- -Effect = 2D + 5[Gunner] +3[FireCtrl] +2[lock] +1[SubCmd] +2[autom] -6[range] -2[evade] -8[difficulty] = 2D-3, hit chance 97%, average Effect 4, average damage 6, 28% crit.
- -Dodge spoils the shot, each boat has 6 dodges. The boats have 72 Hull, so it takes about 15 shots to kill a boat.
- -37 boats killed, 1663 remains.
-Boats launch 1663 salvoes of 24 nukes, 6 nukes will reach the BC on round 21.
-1683 Salvoes of 6 nukes from round 1 arrives, 555 destroyed by PD, 1128 attacks.
- -Effect = 2D + 1[smart] +6[#of] -2[range] -3[evade] -8[difficulty] = 2D-6, hit chance 72%, average Effect 1, average damage 7, 4.2% crit, so damage ~8000 and 47 crits.
Statistically 48 crits needed to destroy the fuel tanks, so the BC is likely out of action this or the next few round...

Conclusion: BC critted to death.
Lessions learned:
Missile boats should have used larger salvoes to certainly kill the BC with fewer Crit4+.
Don't skimp on EW, don't let the enemy have a automatic DM+2 to attack from sensor lock.
Don't skimp on sensor operators...
 
Last edited:
Encounter 2: 1 BC vs. 6100 Laser Rocks.
As they approach, they enter Distant range. Detection is trivial, everybody sees each other.
Initiative is always won by the BC, due to higher Thrust and Initiative bonus.

Round 1:
-BC fires 555 Long Range particle turrets @ Distant range:
- -Effect = 2D + 5[Gunner] +3[FireCtrl] +1[SubCmd] +2[autom] -6[range] -0[evade] -8[difficulty] = 2D-3, hit chance 97%, average Effect 4, average damage 8.9, 28% crit.
- -Dodge spoils the shot, each rock has 1 dodge. The rocks have 120 Hull, so it takes about 12 shots to kill a boat.
- -46 rocks killed, 6054 remains.
-Rocks out of range?, rocks unable to penetrate?, rocks unable to inflict crits. No damage.
BC locks on to 400 rocks, rocks breaks a none of the locks.

Round 2:
-BC fires 555 Long Range particle turrets @ Distant range:
- -Effect = 2D + 5[Gunner] +3[FireCtrl] +2[lock] +1[SubCmd] +2[autom] -6[range] -0[evade] -8[difficulty] = 2D-1, hit chance 100%, average Effect 6, average damage 11, 58% crit.
- -Dodge spoils the shot, each rock has 1 dodge. The rocks have 120 Hull, so it takes about 10 shots to kill a boat.
- -55 rocks killed, 5999.
-Rocks out of range?, rocks unable to penetrate?, rocks unable to inflict crits. No damage.
BC locks on to 400 rocks, rocks breaks a none of the locks.

Conclusion: Rocks scatter, some are destroyed. BC unharmed.
Lessions learned:
Range...
If you don't have Radiation Shielding and the enemy has Particle weapons, your crew is dead.
 
Last edited:
Sure, I can whip up something more advanced than a Subbie:
View attachment 6369

I can't really read you rock, as there seems to have been some mishap with the table, but it seems to be non-jump so I did that too.
Yea apologies for that should be fixed now. Can't see all of your table either unfortunately.
OK, whip up a random large warship: the BC Victim-class:
GCr 170, 120 kDt, J-4, M-9, Armour 30, healthy complement of 400 sensor operators.
Big particle spinal (LR) and and assortment of turrets, here 555 particle (LR,HY) and 555 pulse laser (LR,HY):
Not the class the rock was designed to defeat (small bay cannot affect greater than 10k DTon so no purposeful engagement).
For it to be testing whether missiles are favoured in crits vs other bays then both ships need to be able to affect the ship in question.
This scenario does not exercise the Effect 6+ rule as neither ship has the large bay necessary to crit that way against a 120kDton opponent so analysis wont really test that.

Your missile ship demonstrates that without effect6+ critical the big ship is toast. I agree with your conclusion that a really small ship can't throw enough missiles for them to make it through EW. Too many and you reduce the number of ships available.
As far as I understand, your ship looks roughly like this?
Yeah sorry about that. Bay is Pulse LASER. Docking Bay is for a custom 5Dton lifeboat (cost included but design not included as irrelevant to discussion), 8 Points of armour added (but Buffered Planetoid gets +4).
Commendably simple and cheap.
Yup a disposable deterrent.
 
Last edited:
Not the class the rock was designed to defeat (small bay cannot affect greater than 10k DTon so no purposeful engagement).

Describe the specific large warship ...
You wanted a large warship, you got a large warship...

OK, you want a small escort?
GCr 8, 5600 Dt, J-4, M-9, Armour 30, 12 sensor operators
56 turrets, here half particle (LR,HY), half pulse laser (LR,HY).
Skärmavbild 2025-10-24 kl. 18.05.44.png


Updated missile boat, because lessons learned:
MCr 180, 360 Dt, J-0, M-6, launches 51 missiles, 15 rounds of ammo.
Skärmavbild 2025-10-24 kl. 18.13.46.png



Isocost fleets:
One DE: MCr 8000.
44 missile boats.
285 laser rocks.
 
Encounter 1: 1 DE vs. 44 Missile Boats.
As they approach, they enter Distant range. Detection is trivial, everybody sees each other.
Initiative is generally won by the DE, due to higher Thrust.

Round 1:
-DE fires 28 Long Range particle turrets @ Distant range:
- -Effect = 2D + 5[Gunner] +3[FireCtrl] +1[SubCmd] +2[autom] -6[range] -3[evade] -8[difficulty] = 2D-6, average damage 3, 3% crit.
- -Dodge spoils the shot, each boat has 6 dodges. The boats have 158 Hull, so it takes about 50 shots to kill a boat.
- -Half a boats killed, 44 remains.
-Boats launch 44 salvoes of 51 nukes, 12 nukes will reach the DE on round 11.
DE effectively neutralises 10 salvoes with EW, 33 remains for round 11.
DE locks on to two boats, boats breaks a few of the locks.

Round 2:
-DE fires 28 Long Range particle turrets @ Distant range:
- -Effect = 2D + 5[Gunner] +3[FireCtrl] +2[lock] +1[SubCmd] +2[autom] -6[range] -3[evade] -8[difficulty] = 2D-4, average damage 5, 17% crit.
- -Dodge spoils the shot, each boat has 6 dodges. The boats have 158 Hull, so it takes about 30 shots to kill a boat.
- -One boat killed, 43 remains.
-Boats launch 43 salvoes of 51 nukes, 6 nukes will reach the DE on round 12.
BC effectively neutralises 10 salvoes with EW, 33 remains for round 12.
BC locks on to two boats, boats breaks a few of the locks.

...

Round 11:
-BC fires 555 Long Range particle turrets @ Distant range:
- -Effect = 2D + 5[Gunner] +3[FireCtrl] +2[lock] +1[SubCmd] +2[autom] -6[range] -3[evade] -8[difficulty] = 2D-4, average damage 5, 17% crit.
- -Dodge spoils the shot, each boat has 6 dodges. The boats have 158 Hull, so it takes about 30 shots to kill a boat.
- -One boat killed, 34 remains.
-Boats launch 34 salvoes of 51 nukes, 6 nukes will reach the DE on round 21.
-33 Salvoes of 6 nukes from round 1 arrives, 28 halved by PD, 5 attacks, 28 weak attacks.
- -Effect = 2D + 1[smart] +12[#of] -2[range] -3[evade] -8[difficulty] = 2D-0, all dodged, reduced to weak attacks.
-33 weak attacks:
- -Effect = 2D + 1[smart] +6[#of] -2[range] -3[evade] -8[difficulty] = 2D-6, average 7 damage, 4.2% crit
- -Result one crit, easily repaired.

Conclusion: DE wins, due to no heavy armament and lots of dodges. Would look very different with more combatants, concentrating attacks.
Lessions learned:
Must have enough missile boats to generate a critical amount of crits...
 
Encounter 2: 1 DE vs. 285 Laser Rocks.
As they approach, they enter Distant range. Detection is trivial, everybody sees each other.
Initiative is always won by the BC, due to higher Thrust and Initiative bonus.

Round 1:
-DE fires 28 Long Range particle turrets @ Distant range:
- -Effect = 2D + 5[Gunner] +3[FireCtrl] +1[SubCmd] +2[autom] -6[range] -0[evade] -8[difficulty] = 2D-3, hit chance 97%, average Effect 4, average damage 8.9, 28% crit.
- -Dodge spoils the shot, each rock has 1 dodge. The rocks have 120 Hull, so it takes about 12 shots to kill a boat.
- -2 rocks killed, 283 remains.
-Rocks out of range?, rocks unable to penetrate? No damage.
DE locks on to 10 rocks, rocks breaks a none of the locks.

Round 2:
-DE fires 28 Long Range particle turrets @ Distant range:
- -Effect = 2D + 5[Gunner] +3[FireCtrl] +2[lock] +1[SubCmd] +2[autom] -6[range] -0[evade] -8[difficulty] = 2D-1, hit chance 100%, average Effect 6, average damage 11, 58% crit.
- -Dodge spoils the shot, each rock has 1 dodge. The rocks have 120 Hull, so it takes about 10 shots to kill a boat.
- -3 rocks killed, 280 remains.
-Rocks out of range?, rocks unable to penetrate?, rocks unable to inflict crits. No damage.
DE locks on to 10 rocks, rocks breaks a none of the locks.

Conclusion: Rocks scatter, some are destroyed. DE unharmed.
Lessions learned:
Range...
Edit: Radiation is nerfed, not all that much of a problem anymore...
If you don't have Radiation Shielding and the enemy has Particle weapons, your crew is dead.
DE could have killed the crew of many rocks every round, killing everyone in a few tens of rounds...
 
Last edited:
Back
Top