Size factors in combat

Jak Nazryth

Mongoose
I've noticed that space combat modifiers are basically based on distance.
But what about size?
Does a 10 ton fighter have the same base chance on getting targeted and hit as does a 100,000 ton battleship? I will be the first to say that I haven't read the advanced rules for large scale space battles in High Guard. Maybe there is a scale factor in mass combat rules?
Anyone know of any such rule?
Does a size modifier in space combat make sense?
 
I think that at the ranges combat takes place at, the size of the ship is a very small percentage of the error.
 
I know the CT version of High Guard (the later one, I believe) had a simple Size DM, and the (some day soon to be released :| ) new Traveller5 deals with Size in all forms of combat.

But yeah, at the distances most space combat happens at, size is pretty irrelevant. Back to CT HG, I think it was a -2 DM for ships under 1,000 tons IIRC.
 
Not too familiar with the rules either and too short of time to have a look at the moment.

Nonetheless, range is really size. At least if you`re trying to argue for targeting aspects. But then configuration and orientation will mean more than that as what you`re really talking about is intersecting the presented cross-section. A needle hull from dead on or astern is smaller than from off the long axis, while a sphere is the same from any angle.

It`s all probably lumped together in one way or another as a rules simplification :)

There is one place where size might be arguably a significant factor, damage allocation.
 
I think that at the ranges combat takes place at, the size of the ship is a very small percentage of the error.

At longer ranges, certainly.

Nonetheless, range is really size. At least if you`re trying to argue for targeting aspects. But then configuration and orientation will mean more than that as what you`re really talking about is intersecting the presented cross-section. A needle hull from dead on or astern is smaller than from off the long axis, while a sphere is the same from any angle.

There are some 'defensive aspect' manouvres in High Guard - essentially swapping some of your shots for a negative DM for your enemy (defensive posture), or vice-versa (damn the torpedoes!)

The only thing that's small-craft only that springs to mind is fast strafing run, but you can only do that within 10km of a target ship. It's nasty, though - DM+2 to hit, and DM-2 to be hit.

My one pet hate with small craft isn't so much their size, it's that dodging. I mean, if you're capable of bleedin' 10g manouvres, why can I only put the same DM on an attacker as a fat-arsed merchant with 20% of the ability to evade?
 
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