Ship Combat

mavikfelna

Emperor Mongoose
Lots of talk about ship combat lately and since I'm having to do some larger capitol ship designs right now I thought I'd start a thread to get design ideas and philosophies for space combat in MgT2e. Note, this is not about older editions, I know alot of design parameters have changed from the older editions to now and I want to focus on current rules for current ship designs.

I will admit, I've never been involved in a ship combat that involved more than 2 or 3 armed ships on a side and all of them under 400 tons each. I know nothing about fleet combat rules at all, and judging from other posts here I'm not missing much but I suppose that does affect designs.

One of my primary assumptions up til now was that 6 armor was sufficient for smaller ships and even a couple of points was useful, particularly if the ship would be likely to encounter environmental effects that cause damage. I still stand by the idea that any ship likely to face environmental damage should have 4 armor, since most such damage is a single D6 and 4 armor will defeat the average. But if you're going to be in actual combat, a small ship needs at least 10 to 12 armor and a large combatant needs to max out for a militarized hull, usually around 30 or go for a minimum of 12 to stop damage from turret weapons and nothing higher since it won't stop the real damage from Med and Large bays and spinals.

Armored bulkheads are nice, but the space may be better used elsewhere. On smaller ships where effects and damage are likely to be low enough that stopping 1 crit might actually be important and possible, armoring your maneuver drive, power plant and bridge seem like good ideas. On a larger combatant facing bay and spinal weapons, it's not going to make a difference, you'll die by accumulated damage before the bulkheads make a difference.

Anyone out there good with statistics, what is the average effect for a typical gunner with total DM +2 with the different weapons? I think most combat is going to start at Long or Very Long range and will get to Medium or Short before someone is crippled so a range of -4 to +1. You have pilot actions of Aid Gunner, task chain so -3 to +3, and Evade call it -2 for the average pilot DM +2. Target Size, to a max of +6 and effected by the weapon mount as a negative vs smaller hulls, Torpedoes, -2 (under 2000), Bay -2 (ships under 2000 tons) to -4 (small craft) and Spinal -4 (under 10K), -8 (under 5K) or cannot attack under 2K. Weapon bonuses for Beam, +4, and Pulse +2, if it's Accurate +1, or Smart, +1 to +6. And Sensor Lock, +2. And I think finally, +1 per surviving missile in an attacking salvo and -2 if they were fired at distant range. If you're trying to call a shot -2.

For Point Defense, Beam laser turrets are the default choice, since they are +4 to hit and the low damage has no effect, since it's only the to hit effect that matters. For the missiles, -2 for Decoy or Multi-Warhead missiles and Multi-Warhead torpedos. On larger ships, Laser Point Defense batteries are the choice, since they will usually remove larger salvos than Beam turrets and they don't need to roll to hit, just for the amount of missiles destroyed. Gauss Point Defense batteries are only really good against Torpedoes and suffer big penalties for high thrust missiles.

Sandcasters are defense against lasers, or missile if using chaff canisters, and add their effect to the armor of the ship against the lasers or if using chaff they give a flat -1 to hit to missiles and torpedos. For small ships facing laser turrets this may be more effective than regular armor but it takes away from defense. And while I have traditionally mixed sandcasters with other types of weapons in turrets, you really should only mix them missile launcher because of the restriction of only being able to use one weapon type on a turret per round.

Screens, Meson screens are really only useful against turret and small bay meson guns unless you have an excessive number of them, but they do remove the radiation effect from all meson attacks so even a single one can be useful on a military vessel.
Nuclear dampers sort of the same as Meson screens but for nuclear and fusion warhead weapons. They should be employed in banks of 5 if you have them. And same as with meson screens, they remove the radiation effect from the attack so even a single screen can be useful if you're going to be facing those types of weapons.
Black Globe Generators, I have no idea. I don't think they are worth the cost but I could be wrong, someone help me out here.

Damage, for the attacker, more dice from bigger mounts is better because it will quickly overcome armor. Effect of the attack adds to damage, but this is only important for lower damage weapons against low armored targets, but my impression is that effect added damage is not multiplied by the mount type. If that is incorrect then effect is much more important. The sooner you are applying damage, the better, so longer ranged weapons are more important than shorter range ones. Sacrificing damage for range is a valid trade so long as it's not a really steep drop in damage. If your ship has a speed advantage or at least parity, you should be able to control the range.

So looking at all of this, here is my impression on certain weapons and defenses.
Merchants and small ships should mount armor 4 if they are going to be using wilderness refueling or vising planets they have to land on without sheltered downports.
Defense boats and small military ships and craft should aim for 12 or better armor
Larger military craft should really aim for 30 armor, or 12 at a minimum.

For non-combatant ships, the regular beam laser, with a accurate trait, is a good multi role choice of weapon but pulse lasers with accurate are a better multi-role weapon if you're going to be fighting back.

Missiles are pointless on small hulls, civilian or military, unless your opponents have no defenses at all. They are only really terror weapon on small hulls and expensive to operate if you're actually firing them. On a large hull where you can mount bays and can hope to operate at medium range, large salvos of missiles are very effective, especially if they are nuclear or fusion. I don't see Torpedoes as very useful, as they have a third of the salvo size and only 2x the penetration power. Really large salvos can be effective, but it's cheaper to use missiles and there fewer specific counters to the missiles.

Particle beam weapons seem to be the default choice for military hulls. They have effective damage, scale up very well, and have the radiation trait along with being the longest range weapon available. Fusion beams have better damage but much shorter range and nothing else is really close. On a military ship, you'll have some pulse laser turrets for point defense and precise shooting at small targets and defense against small craft but the particle beams are going to be where it's at on attacking the enemy. Barbettes are better than turrets for particle beams but for space constrained hulls the triple particle beam turret is deadly enough. Particle beams in bays are very effective but only if your targets are large ships.

Ion Barbettes are an interesting weapon. They are great for pirates and raider who want intact targets. The defense against them, EM shielding is very expensive and not generally worth adding on to most things. Because of the ways Ion damage works, you want to use Very High Yield weapons to get as much power loss as you can generate. Against a large ship, you will need alot of Ion weapons to make any real dent in their power production so this is only useful against smaller ships.

Warships and defensive ships/installations should have a mix of turrets and bays for fighting small ships/craft and large ships respectively. Particle backed up with pulse lasers turrets or missile bays with pulse turrets

Spinal weapons don't really seem like they are worth it. For ships 75k tons and larger they should probably have one since it can kills similar sized ships better than any other combo of weapon systems, but smaller than that it's iffy. Particle seems to be the best.

Ok, those are my thoughs. What do you all think?
 
I'll make my point and leave(!)

Mongoose has not (yet) produced a suitable fleet/squadron space combat system. So we really do not know the answers to the most interesting questions. The vast majority of vessels produced in MGT canon, and, I dare say, the fan-produced big ships have never seen "combat" against an opposing squadron.
 
I'll make my point and leave(!)

Mongoose has not (yet) produced a suitable fleet/squadron space combat system. So we really do not know the answers to the most interesting questions. The vast majority of vessels produced in MGT canon, and, I dare say, the fan-produced big ships have never seen "combat" against an opposing squadron.
Well, I'm working on all the ships in High Guard right now, and while I'm happy with the ACS designs and my reinterpretations, I'm very much not happy the Battle and Fleet designs as to their roles and functions. So I figured seeing how others approach and interpret these things would help me with the designs and how they work and fit in with current system.
 
Random thoughts. For MgT2'22, MgT2'16 was significantly different...
One of my primary assumptions up til now was that 6 armor was sufficient for smaller ships and even a couple of points was useful, particularly if the ship would be likely to encounter environmental effects that cause damage. I still stand by the idea that any ship likely to face environmental damage should have 4 armor, since most such damage is a single D6 and 4 armor will defeat the average. But if you're going to be in actual combat, a small ship needs at least 10 to 12 armor and a large combatant needs to max out for a militarized hull, usually around 30 or go for a minimum of 12 to stop damage from turret weapons and nothing higher since it won't stop the real damage from Med and Large bays and spinals.
Armour works against everything (except mesons as usual).
Even a small PA spinal will barely penetrate armour 30...
But stack enough DMs, and even a laser will occasionally penetrate.


Armored bulkheads are nice, but the space may be better used elsewhere. On smaller ships where effects and damage are likely to be low enough that stopping 1 crit might actually be important and possible, armoring your maneuver drive, power plant and bridge seem like good ideas. On a larger combatant facing bay and spinal weapons, it's not going to make a difference, you'll die by accumulated damage before the bulkheads make a difference.
Crits can be repaired, except destroyed results. Your Engineers are vital.
Fuel tanks destroyed, Computer destroyed, J-drive destroyed are the ship killers.
An Emergency Power System should give you some grace, always have a backup computer.


Anyone out there good with statistics, what is the average effect for a typical gunner with total DM +2 with the different weapons? I think most combat is going to start at Long or Very Long range and will get to Medium or Short before someone is crippled so a range of -4 to +1. You have pilot actions of Aid Gunner, task chain so -3 to +3, and Evade call it -2 for the average pilot DM +2. Target Size, to a max of +6 and effected by the weapon mount as a negative vs smaller hulls, Torpedoes, -2 (under 2000), Bay -2 (ships under 2000 tons) to -4 (small craft) and Spinal -4 (under 10K), -8 (under 5K) or cannot attack under 2K. Weapon bonuses for Beam, +4, and Pulse +2, if it's Accurate +1, or Smart, +1 to +6. And Sensor Lock, +2. And I think finally, +1 per surviving missile in an attacking salvo and -2 if they were fired at distant range. If you're trying to call a shot -2.
It's complicated... Range and target are greatly variable...
Evasive Action should use the total skill of the Pilot, not just the skill ranks, so a Pilot with Pilot-2 and Dex 9 (+1) gets a DM -3.
In a naval setting we will have massive DMs, see notes on Crew skill below.
Take a triple pulse laser turret firing at a large target with Armour 15 at Very Long range:
Att: 2D + 2(skill) +1(dex) +2(aid) + 3(FC software) + 2(pulse) + 6(large target) -4(range) -3(evasion software) = 2D + 9
Dam: 2D + 4 + Effect - 15(armour)
We always hit, but armour prevents most of the damage:
Skärmavbild 2025-12-01 kl. 06.23.30.png
Average damage is only 4.19, and if the target wasn't immune there would be a 76% chance of a crit inflicted.

With Armour 12 we do almost twice as much damage:
Skärmavbild 2025-12-01 kl. 06.23.49.png
Average damage 7.02 with a 83% chance of a crit (that the target is immune to since size DM to hit).


A civilian firing at a Free Trader at Medium range:
Att: 2D + 1(skill) +1(dex) +1(aid) + 1(FC software) + 2(pulse) -2(Dodge) = 2D + 4
Dam: 2D + 4 + Effect - 2(armour)
Skärmavbild 2025-12-01 kl. 06.38.58.png
Average damage 11.36, a 17% chance of a crit in addition to one sustained damage crit.
About six attacks will destroy the targets with crit cascading.


A sniper Large Particle Bay at Distant range with a good, augmented gunner:
2D + 4(skill) +2(dex) +2(aid) + 5(FC software) +2(automation) +1(accur) + 6(large target) -6(range) -3(evasion software) = 2D + 13
Dam: 10D + Effect - 30(armour)
Skärmavbild 2025-12-01 kl. 06.59.42.png
Average damage 1700, 100% chance of crit, 83% chance of a crippling Severity 4+ critical.


The same bay against a small dodging target:
A sniper Large Particle Bay at Distant range with a good, augmented gunner:
2D + 4(skill) +2(dex) +2(aid) + 5(FC software) +2(automation) +1(accur) -2(small target) -6(range) -3(evasion) -4(dodge) = 2D + 1
Dam: 10D + Effect - 30(armour)
Skärmavbild 2025-12-01 kl. 07.06.31.png
Average damage 1263.5, no crits, destroying any small target on a hit (58%).



For Point Defense, Beam laser turrets are the default choice, since they are +4 to hit and the low damage has no effect, since it's only the to hit effect that matters. For the missiles, -2 for Decoy or Multi-Warhead missiles and Multi-Warhead torpedos. On larger ships, Laser Point Defense batteries are the choice, since they will usually remove larger salvos than Beam turrets and they don't need to roll to hit, just for the amount of missiles destroyed. Gauss Point Defense batteries are only really good against Torpedoes and suffer big penalties for high thrust missiles.
Lasers have DM+ to attack. PD is not an attack. Beam +4 does not apply to PD. Same for Accurate.
Default laser is Pulse; more damage, better range.
Laser turrets are better per Dton, lasers can also attack, needs really good gunners.
PDBatteries are better per hardpoint, can PD many small salvoes.

Torpedoes really crippled by anti-torpedo missiles, one bays worth of missiles can eliminate 10+ bays worth of torpedoes (at TL13+). Will rarely be seen in high tech combat.


Sandcasters are defense against lasers, or missile if using chaff canisters, and add their effect to the armor of the ship against the lasers or if using chaff they give a flat -1 to hit to missiles and torpedos. For small ships facing laser turrets this may be more effective than regular armor but it takes away from defense. And while I have traditionally mixed sandcasters with other types of weapons in turrets, you really should only mix them missile launcher because of the restriction of only being able to use one weapon type on a turret per round.
Sandcasters very effective against lasers, even bays.
Operate in pairs, one intercepting, one reloading.


Screens, Meson screens are really only useful against turret and small bay meson guns unless you have an excessive number of them, but they do remove the radiation effect from all meson attacks so even a single one can be useful on a military vessel.

Nuclear dampers sort of the same as Meson screens but for nuclear and fusion warhead weapons. They should be employed in banks of 5 if you have them. And same as with meson screens, they remove the radiation effect from the attack so even a single screen can be useful if you're going to be facing those types of weapons.
Screens boosted in '22, worth it. If your enemy likes mesons, have excessive amounts. Can be in modules.
Only removes Radiation trait from intercepted attacks. See Angle Screen (HG'22, p41).
One screen removes 2D × 10 × Effect, something like 300 damage with a really good gunner, worth it.
Can be applied to only successful attacks, so not wasted on missed attacks.


Black Globe Generators, I have no idea. I don't think they are worth the cost but I could be wrong, someone help me out here.
I vaguely remember making an estimate saying it's too easy to overload the capacitors, destroying the ship.
Large ships shed power very quickly, small ships very slowly.


Damage, for the attacker, more dice from bigger mounts is better because it will quickly overcome armor. Effect of the attack adds to damage, but this is only important for lower damage weapons against low armored targets, but my impression is that effect added damage is not multiplied by the mount type. If that is incorrect then effect is much more important. The sooner you are applying damage, the better, so longer ranged weapons are more important than shorter range ones. Sacrificing damage for range is a valid trade so long as it's not a really steep drop in damage. If your ship has a speed advantage or at least parity, you should be able to control the range.
I believe Effect is added before Armour is deducted, so Effect should be multiplied:
Core'22, p168:
DAMAGING SPACECRAFT
Once the total amount of damage a weapon is causing has been calculated, applying the Effect of the attack roll to the damage rolled as normal, the Armour of the spacecraft is deducted.
HG'22, p29, sidebar:
DAMAGE MULTIPLES
Barbettes, bay weapons and spinal mount weapons have damage multiples. After a hit is scored, roll damage, subtracting armour and other countermeasures from the total. Be sure to subtract AP from the armour before reducing damage. Multiply the remaining damage by the Damage Multiple for the final damage.

Naval ships will see each other (without any detail) at vast distance. They will be able to start shooting at Distant range (missiles, large PA bay), so in wartime they will. If you only have Long range weapons, you're out of luck...

A civilian is probably not shooting at something it can barely see, still pulse laser augmented to Very Long range is a good idea?


So looking at all of this, here is my impression on certain weapons and defenses.
Merchants and small ships should mount armor 4 if they are going to be using wilderness refueling or vising planets they have to land on without sheltered downports.
Defense boats and small military ships and craft should aim for 12 or better armor
Larger military craft should really aim for 30 armor, or 12 at a minimum.
Nothing magical about armour levels, more is better, but costs...
One or two levels are very effective against ground scale weapons, but rather expensive for merchant vessels, not just cost, but decreased payload: It's the profit margin that disappears.


For non-combatant ships, the regular beam laser, with a accurate trait, is a good multi role choice of weapon but pulse lasers with accurate are a better multi-role weapon if you're going to be fighting back.
Beam lasers have no bonus on PD, but bad range and damage.
Pulse lasers should be the standard. I generally prefer Long Range over Accurate, if we are going to upgrade.


Missiles are pointless on small hulls, civilian or military, unless your opponents have no defenses at all. They are only really terror weapon on small hulls and expensive to operate if you're actually firing them.
Missiles can be good at scale, fill every hardpoint with missile fixed mounts can be a cheap deterrent for a merchant. Say a Subbie can launch 12 missiles a round with no turret tonnage and only one gunner.
Against competent EW and PD that is pointless, but a random small civilian ship isn't likely to have either...
If you don't fight every other week it's much cheaper in both tonnage and cost than laser turrets.


Particle beam weapons seem to be the default choice for military hulls. They have effective damage, scale up very well, and have the radiation trait along with being the longest range weapon available. Fusion beams have better damage but much shorter range and nothing else is really close. On a military ship, you'll have some pulse laser turrets for point defense and precise shooting at small targets and defense against small craft but the particle beams are going to be where it's at on attacking the enemy. Barbettes are better than turrets for particle beams but for space constrained hulls the triple particle beam turret is deadly enough. Particle beams in bays are very effective but only if your targets are large ships.
Particles are good dependable choice, but not perfect...
Mesons bypass armour.
Bays not good against small targets.
Enough laser turrets solves all problems, from missiles to battleships...
Enough missiles solves all problems, from missiles to battleships...

Ion Barbettes are an interesting weapon. They are great for pirates and raider who want intact targets. The defense against them, EM shielding is very expensive and not generally worth adding on to most things. Because of the ways Ion damage works, you want to use Very High Yield weapons to get as much power loss as you can generate. Against a large ship, you will need alot of Ion weapons to make any real dent in their power production so this is only useful against smaller ships.
Ion works on battleships scale, cripple it with ion, when it stops wriggling, kill it easily, but range is limited...
You really need Long Range upgrade.
https://forum.mongoosepublishing.com/threads/executioner-class-dreadnought.119613/


Warships and defensive ships/installations should have a mix of turrets and bays for fighting small ships/craft and large ships respectively. Particle backed up with pulse lasers turrets or missile bays with pulse turrets
Agreed, but missile ships should only have missile weapons. Missiles kills missiles, torpedoes, fighters, (small) ships...
No need for other anti-missile or anti-fighter defenses.


Spinal weapons don't really seem like they are worth it. For ships 75k tons and larger they should probably have one since it can kills similar sized ships better than any other combo of weapon systems, but smaller than that it's iffy. Particle seems to be the best.
Bays do more damage per Dt weapon...
Small particle spinals really struggle with heavy armour, need to use at least a double.

Large ships easily killed by crits, so unviable, hence spinals unviable.

The Large Particle bay at Distant range with stacked DM is a fearsome thing...



Ok, those are my thoughs. What do you all think?

Random notes:


Range: You get stuck at longer ranges, it takes a long time to change range band. At shorter range it is much quicker to change range band. The effect is many combat rounds a Distant and Very Long before you can close in even with a good Thrust advantage. Hence much of the combat will be at longer ranges. Be ready to fight at longer ranges...


Gunner skill: Navies lives and dies by the skill of their crews. Naval vessels are very expensive, so navies can afford (cannot afford not) to augment crew skill.

Take a gifted individual with characteristic 10+ (about 1/6 of the population), train him well to skill-2, augment his skill+1, augment his characteristic to 12 (DM+2), for a total of skill-3 + charDM+2 = total skill +5. Add an Expert system in a wafer jack for another DM+1, and a total of +6. That is a good professional crew level possible, affecting every roll and every Effect in the combat system.

Small civilian ships are probably much less lucky...
 
Random thoughts. For MgT2'22, MgT2'16 was significantly different...

Armour works against everything (except mesons as usual).
Even a small PA spinal will barely penetrate armour 30...
But stack enough DMs, and even a laser will occasionally penetrate.



Crits can be repaired, except destroyed results. Your Engineers are vital.
Fuel tanks destroyed, Computer destroyed, J-drive destroyed are the ship killers.
An Emergency Power System should give you some grace, always have a backup computer.



It's complicated... Range and target are greatly variable...
Evasive Action should use the total skill of the Pilot, not just the skill ranks, so a Pilot with Pilot-2 and Dex 9 (+1) gets a DM -3.
In a naval setting we will have massive DMs, see notes on Crew skill below.
Take a triple pulse laser turret firing at a large target with Armour 15 at Very Long range:
Att: 2D + 2(skill) +1(dex) +2(aid) + 3(FC software) + 2(pulse) + 6(large target) -4(range) -3(evasion software) = 2D + 9
Dam: 2D + 4 + Effect - 15(armour)
We always hit, but armour prevents most of the damage:
View attachment 6799
Average damage is only 4.19, and if the target wasn't immune there would be a 76% chance of a crit inflicted.

With Armour 12 we do almost twice as much damage:
View attachment 6800
Average damage 7.02 with a 83% chance of a crit (that the target is immune to since size DM to hit).


A civilian firing at a Free Trader at Medium range:
Att: 2D + 1(skill) +1(dex) +1(aid) + 1(FC software) + 2(pulse) -2(Dodge) = 2D + 4
Dam: 2D + 4 + Effect - 2(armour)
View attachment 6803
Average damage 11.36, a 17% chance of a crit in addition to one sustained damage crit.
About six attacks will destroy the targets with crit cascading.


A sniper Large Particle Bay at Distant range with a good, augmented gunner:
2D + 4(skill) +2(dex) +2(aid) + 5(FC software) +2(automation) +1(accur) + 6(large target) -6(range) -3(evasion software) = 2D + 13
Dam: 10D + Effect - 30(armour)
View attachment 6804
Average damage 1700, 100% chance of crit, 83% chance of a crippling Severity 4+ critical.


The same bay against a small dodging target:
A sniper Large Particle Bay at Distant range with a good, augmented gunner:
2D + 4(skill) +2(dex) +2(aid) + 5(FC software) +2(automation) +1(accur) -2(small target) -6(range) -3(evasion) -4(dodge) = 2D + 1
Dam: 10D + Effect - 30(armour)
View attachment 6805
Average damage 1263.5, no crits, destroying any small target on a hit (58%).




Lasers have DM+ to attack. PD is not an attack. Beam +4 does not apply to PD. Same for Accurate.
Default laser is Pulse; more damage, better range.
Laser turrets are better per Dton, lasers can also attack, needs really good gunners.
PDBatteries are better per hardpoint, can PD many small salvoes.

Torpedoes really crippled by anti-torpedo missiles, one bays worth of missiles can eliminate 10+ bays worth of torpedoes (at TL13+). Will rarely be seen in high tech combat.



Sandcasters very effective against lasers, even bays.
Operate in pairs, one intercepting, one reloading.



Screens boosted in '22, worth it. If your enemy likes mesons, have excessive amounts. Can be in modules.
Only removes Radiation trait from intercepted attacks. See Angle Screen (HG'22, p41).
One screen removes 2D × 10 × Effect, something like 300 damage with a really good gunner, worth it.
Can be applied to only successful attacks, so not wasted on missed attacks.



I vaguely remember making an estimate saying it's too easy to overload the capacitors, destroying the ship.
Large ships shed power very quickly, small ships very slowly.



I believe Effect is added before Armour is deducted, so Effect should be multiplied:



Naval ships will see each other (without any detail) at vast distance. They will be able to start shooting at Distant range (missiles, large PA bay), so in wartime they will. If you only have Long range weapons, you're out of luck...

A civilian is probably not shooting at something it can barely see, still pulse laser augmented to Very Long range is a good idea?



Nothing magical about armour levels, more is better, but costs...
One or two levels are very effective against ground scale weapons, but rather expensive for merchant vessels, not just cost, but decreased payload: It's the profit margin that disappears.



Beam lasers have no bonus on PD, but bad range and damage.
Pulse lasers should be the standard. I generally prefer Long Range over Accurate, if we are going to upgrade.



Missiles can be good at scale, fill every hardpoint with missile fixed mounts can be a cheap deterrent for a merchant. Say a Subbie can launch 12 missiles a round with no turret tonnage and only one gunner.
Against competent EW and PD that is pointless, but a random small civilian ship isn't likely to have either...
If you don't fight every other week it's much cheaper in both tonnage and cost than laser turrets.



Particles are good dependable choice, but not perfect...
Mesons bypass armour.
Bays not good against small targets.
Enough laser turrets solves all problems, from missiles to battleships...
Enough missiles solves all problems, from missiles to battleships...


Ion works on battleships scale, cripple it with ion, when it stops wriggling, kill it easily, but range is limited...
You really need Long Range upgrade.
https://forum.mongoosepublishing.com/threads/executioner-class-dreadnought.119613/



Agreed, but missile ships should only have missile weapons. Missiles kills missiles, torpedoes, fighters, (small) ships...
No need for other anti-missile or anti-fighter defenses.



Bays do more damage per Dt weapon...
Small particle spinals really struggle with heavy armour, need to use at least a double.

Large ships easily killed by crits, so unviable, hence spinals unviable.

The Large Particle bay at Distant range with stacked DM is a fearsome thing...





Random notes:


Range: You get stuck at longer ranges, it takes a long time to change range band. At shorter range it is much quicker to change range band. The effect is many combat rounds a Distant and Very Long before you can close in even with a good Thrust advantage. Hence much of the combat will be at longer ranges. Be ready to fight at longer ranges...


Gunner skill: Navies lives and dies by the skill of their crews. Naval vessels are very expensive, so navies can afford (cannot afford not) to augment crew skill.

Take a gifted individual with characteristic 10+ (about 1/6 of the population), train him well to skill-2, augment his skill+1, augment his characteristic to 12 (DM+2), for a total of skill-3 + charDM+2 = total skill +5. Add an Expert system in a wafer jack for another DM+1, and a total of +6. That is a good professional crew level possible, affecting every roll and every Effect in the combat system.

Small civilian ships are probably much less lucky...

Thank you, this is really helpful. I have one quibble, PD is a Gunner Check, Gunner checks explicitly do add the laser bonus. But since it's not explicitly an attack, it probably doesn't add the Accurate bonus, so I got that wrong. Since the attack is happening at Adjacent range I don't think any range bonus applies since there are none listed.
Screenshot 2025-12-01 123925.png
Screenshot 2025-12-01 123937.png

I am abominable with statistics, thank you for the charts, they were very helpful.

Pulse Laser are definitely king, Missiles can be powerful in the right circumstances but mass is usually important. Particle beams that can stack bonuses are very good at long ranges, maybe better than pulse lasers?

Crits kill large ships, damage kills small ships.

Armor, more is better, a little bit is useful for small stuff but costly.

Screens and sandcasters are very useful against their opposite attack but need to be stacked up somewhat.

Naval Gunnery, and Pilots when you look at it, are scary good. I know in the combats I've been involved in a +3 total DM was considered really good. I can see now I set the bar entirely too low.

Thanks again for the help!
 
Thank you, this is really helpful. I have one quibble, PD is a Gunner Check, Gunner checks explicitly do add the laser bonus. But since it's not explicitly an attack, it probably doesn't add the Accurate bonus, so I got that wrong. Since the attack is happening at Adjacent range I don't think any range bonus applies since there are none listed.
Skärmavbild 2025-12-01 kl. 21.41.54.png

PD is not an attack action, it's a reaction.


Pulse Laser are definitely king, Missiles can be powerful in the right circumstances but mass is usually important. Particle beams that can stack bonuses are very good at long ranges, maybe better than pulse lasers?
Particle are decent in all aspects, not stellar at anything. (Except large particle bays, they are scary...)
The best point of particle is that there is no sure-fire defence, some damage is always inflicted.

The thing with lasers is that they are cheap and plentiful, one laser might not be a problem, but 1000 laser turrets can be major pain.


Screens and sandcasters are very useful against their opposite attack but need to be stacked up somewhat.
Layered defence, good armour + reflec + sandcasters = good defence against lasers.
EW + PD + good armour (forcing nukes) + dampers = good defence against missiles.


Naval Gunnery, and Pilots when you look at it, are scary good. I know in the combats I've been involved in a +3 total DM was considered really good. I can see now I set the bar entirely too low.
There is a vast difference between the gunner of a MCr1 laser on a MCr 30 ship and the gunner of a MCr100 weapon on a MCr10 000 warship...

DM+3 is good for a civilian, but a fighter ace is better, much better.
 
PD is not an attack action, it's a reaction.
Ok, new question, does Very/High Yield do anything for point defense and screens then? You can add it to them using @Arkathan's sheet, but description says it affects damage rolls, but you're not rolling damage, just number of warheads killed.

I guess that leads me to ask, what's your opinion on different adds for different weapons? Particle and High/Very High Yield with good gunners, but if you only have mediocre gunners is Accurate better? Fusion and Meson guns, Long ranger more importan than anything else?

Are there useful mods to add to the missile launcher, or is it just the ammunition type you need to worry about? What kind of ammunition load should you carry? Can you mix ammunition types in a single turret or do you need a separate one for each type?

Could you add Inaccurate to non-attack weapons as a free cost reduction? Since they are not making attacks but you can add Inaccurate to sandcasters, point defense and screens by the way I'm reading the description. Are there any useful Adds or Disadds for those weapons in general?

I really wish Mongoose had a book of examples for everything. It would make this much easier.

Dogfight (Point Defense) missiles gain a +4 in Point Defense reaction fire, but do they only kill 1 missile or do get the full effect against the whole salvo?
 
Ok, new question, does Very/High Yield do anything for point defense and screens then? You can add it to them using @Arkathan's sheet, but description says it affects damage rolls, but you're not rolling damage, just number of warheads killed.
Does nothing for PD, there's no damage.
Works on the damage prevention roll for screens.
Is generally not as good as it can seem; it eliminates very bad rolls, but even bad rolls bounces on good armour, so will often have no effect in practice.


I guess that leads me to ask, what's your opinion on different adds for different weapons? Particle and High/Very High Yield with good gunners, but if you only have mediocre gunners is Accurate better? Fusion and Meson guns, Long ranger more importan than anything else?
I would assume battles are fought at fairly long range, since that's where you start, so Long Range is a priority, then Accurate.
Long Range enables attacks at all...
Accurate not only increases # of hits (& crits), it adds to Effect, hence damage.
Intense Focus can in some circumstances be better against heavy armour.
Mesons can benefit from High Yield, as they are unaffected by Armour.

If you have a third slot available, you can throw in Size Reduction (on Bays), Energy Efficient (can save some space/cost for lasers), or High Yield, but consider cost: the third slot is costlier and can sometimes (rarely) make the ship noticeably more expensive for little benefit.

Don't underestimate Size Reduction on bays, it can increase the number of bays (=# of attacks) possible, or it can allow you to shrink the ship, saving massively on cost.

Always keep an eye on cost; more ship means both more hull-points and more guns, so you benefit twice for any cost reduction.


Are there useful mods to add to the missile launcher, or is it just the ammunition type you need to worry about? What kind of ammunition load should you carry? Can you mix ammunition types in a single turret or do you need a separate one for each type?
Size reduction; squeeze in more bays...


Could you add Inaccurate to non-attack weapons as a free cost reduction? Since they are not making attacks but you can add Inaccurate to sandcasters, point defense and screens by the way I'm reading the description. Are there any useful Adds or Disadds for those weapons in general?
Yes, but I would consider it cheating... A disadvantage with no game mechanical meaning. My house rule, obviously.
Same with Energy Inefficient on non-energy weapons, such as missiles and sandcasters. As a Referee I would find a way of making them fail...


I really wish Mongoose had a book of examples for everything. It would make this much easier.
The published ships are examples, they are sometimes correct...


Dogfight (Point Defense) missiles gain a +4 in Point Defense reaction fire, but do they only kill 1 missile or do get the full effect against the whole salvo?
I have no idea?
They can apparently perform the PD reaction like lasers, so I guess no damage, just the Effect # of missiles killed, regardless of how many dogfight missiles launched.
Very good against missiles, but no use against anything else...
 
A missile usually has a single target.

Exception would be multiple warhead, though the wording indicates they are just independently moving towards the same target.

Fragmentation takes out multiple missiles.
 
When calculating the accuracy element, don't forget that Basic Fire Control/5 is cheap to the point of insignificant at 10MCr(!) for a decent-sized navy ship, lending an additional +5 to hit to whichever single attack you really, really want to have land.

Include +6 from @AnotherDilbert's typical naval gunner, +1 from an accurate weapon, +5 from basic fire control, and even your world class capital ship already badly wants to avoid getting into called shot territory with such a platform, even before you put your really expert gunner with the amazing dexterity on the large bay in question, or get the pilot to assist etc. You can get mission killed from a single called shot from any ship with a large bay, even with armoured bulkheads. Two if they decide to poke your eyes out and you have backup sensors.

Thus why screening ships, speed for range control etc matter so much.
 
Include +6 from @AnotherDilbert's typical naval gunner, +1 from an accurate weapon, +5 from basic fire control, and even your world class capital ship already badly wants to avoid getting into called shot territory with such a platform, ...
Getting a large bay into Short range for a called shot isn't trivial, but perfectly doable:
2200 Dt, just large enough to ignore crits from turrets...
Thrust 25, M-Drive-9 + Reaction-16; Requires augmented and drugged crew.
No quarters as it is an over-sized fighter.
Large particle bay, size-reduced. Can crit anything...
GCr 1.7 in quantity.
Skärmavbild 2025-12-03 kl. 14.46.59.png

Will disintegrate if hit by a large particle bay itself.
 
Nothing like a +12 bonus in a 2d6 resolution system to keep things fair...

ship combat is broken
Things were kind of balanced in HG'16, at least at VLong range.
Gunner skill was balanced by targets Pilot skill when evading, FC was balanced by range DM, and so on...

The DM+6 for large targets in HG'22 is just over the top and not balanced by any negative DM...
 
I would like to add a couple of observations to this (very!) interesting discussion;

You're operating under a misconception on how the Screens work in HG22. They haven't been boosted, quite the contrary in fact. This is a point @MongooseChris has said the rules should be better clarified upon, as it is a common misunderstanding, but the way they are intended to work in HG22 is that, unlike armour or sandcasters, ”Screens are applied after damage multiples are applied. In short, you need a lot of screens to effectively reduce the damage of an incoming attack.“

The second point is in regards to that DM+6 for large targets — this one you had no way to know, as it's something that slipped through the cracks, but I once asked Chris about it too. Easier to share the question and response as a screengrab, annexed below.

1764784560374.png

Hope this helps with your examinations, cheers!
 
I would like to add a couple of observations to this (very!) interesting discussion;
Thanks.

You're operating under a misconception on how the Screens work in HG22. They haven't been boosted, quite the contrary in fact. This is a point @MongooseChris has said the rules should be better clarified upon, as it is a common misunderstanding, but the way they are intended to work in HG22 is that, unlike armour or sandcasters, ”Screens are applied after damage multiples are applied. In short, you need a lot of screens to effectively reduce the damage of an incoming attack.“
Oh, they're boosted, at least meson screens. They negate damage that would be inflicted (hence after multiplier), just as in HG'16.
But in HG'16 meson screens negated 2D × Effect damage, and in HG'22 they negate 2D × 10 × Effect damage. Quite a boost!


The second point is in regards to that DM+6 for large targets — this one you had no way to know, as it's something that slipped through the cracks, but I once asked Chris about it too. Easier to share the question and response as a screengrab, annexed below.
Well, it's just a DM+1 for a ship between 1000 and 2000 Dt...
The DM+6 for 6000+ Dt, just makes large ships unviable.
 
It absolutely makes sense that bigger ships are easier to hit, but pluses from 1000 to 6000 tons, with no difference between a 7000 ton destroyer and a 500000 ton dreadnaught doesn't seem right. I didn't know about this and haven't been applying it. Though I would have like to see some modifiers for this, somehow it is not the rule I've been hoping for. Maybe +1 for 1000, +2 for 10000, + 3 for 100000 would be more like it.

As for all these bonuses stacking, one problem is just the magnitude of it when you start adding them all. Also, they are distributed around in various places making it hard to know what they are (which is probably why the people who wrote the actual rules seem to have missed some of them, and maybe didn't realize the problem)

The other problem is that the counter-bonuses on the defense side are a lot less.

Seems like maybe the Pilot's evasion as a reaction could be changed to the pilot being able to use 1G of Thrust to give all attacks a -1, up to the Pilot's skill level (or the ships' remaining thrust after movement). RAW, Pilot's evasion it is effective for defense, but only against 1 weapon at a time, which doesn't make sense if there are a lot of weapons firing at the same time. It's not like the pilot sees the barrel of that particle beam 20000 kms away starting to point and reacts - the pilot is just jinking around to make it hard to predict where the ship will be when the beam shoots. This would put a variable minus into the equation.
 
It absolutely makes sense that bigger ships are easier to hit, but pluses from 1000 to 6000 tons, with no difference between a 7000 ton destroyer and a 500000 ton dreadnaught doesn't seem right. I didn't know about this and haven't been applying it. Though I would have like to see some modifiers for this, somehow it is not the rule I've been hoping for. Maybe +1 for 1000, +2 for 10000, + 3 for 100000 would be more like it.
Agreed.

Seems like maybe the Pilot's evasion as a reaction could be changed to the pilot being able to use 1G of Thrust to give all attacks a -1, up to the Pilot's skill level (or the ships' remaining thrust after movement).
Agreed.
 
Personally, I don't think the DM for size should be a factor beyond Dogfighting range. The reasons are two-fold: firstly, because at space fight ranges the difference in angular size between a 1000 dTon and 6000 dTon ship would be negligible. Sure, a Tigress is definitely bigger than a Type-S Scout, but at Distant range that difference is not enough to warrant a +1 to a hit, let alone a whole +6.
And the second reason is that this one tweak neatly allows us to have our cake and eat it too: DMs for sizes apply when your light fighters are daringly doing 'trench runs' on the enemy ships, but don't come in play when the big boys (big girls?) are fighting.

But that's just my two cents on it, anyway.
 
Personally, I don't think the DM for size should be a factor beyond Dogfighting range. The reasons are two-fold: firstly, because at space fight ranges the difference in angular size between a 1000 dTon and 6000 dTon ship would be negligible. Sure, a Tigress is definitely bigger than a Type-S Scout, but at Distant range that difference is not enough to warrant a +1 to a hit, let alone a whole +6.
And the second reason is that this one tweak neatly allows us to have our cake and eat it too: DMs for sizes apply when your light fighters are daringly doing 'trench runs' on the enemy ships, but don't come in play when the big boys (big girls?) are fighting.

But that's just my two cents on it, anyway.
It is all about probabilities, and targeting and the chance of scoring a hit is going to be proportional to the surface area facing the shooter. Which does not grow proportionally to the size of the target, but nonetheless is substantially greater for larger ships.

It could be assumed to be impossible to hit something tens of thousands of kms away; maybe it is. But if we assume it is possible to hit a 100 ton ship, a 1000 ton ship will be much easier to hit, and a 10000 ton ship much easier to hit than that etc.. A ship thrusting at 6Gs is able to change its location several times its own length in any direction during the second or so that light takes going to the shooting ships firecontrol - a 100000 ton ship is not. Hitting the 100 ton ship requires luck and well as putting the shot where you want it to go. hitting the 100000 ton ship just requires putting the shot where you want it to go.

So I am not sure why you think the difference would be negligible.
 
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