Spaceships and spacecombat

Jeraa said:
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Do you have a quote that says that?

See WRITTEN RULES on starship weapons vs. vehicle SIZED targets. Pretty dang simple. How big are missiles? How big is an airraft stuffed with explosives? How large is a TL 7 fighter carrying weapons? Jeez!
 
sideranautae said:
Jeraa said:
[

Do you have a quote that says that?

See WRITTEN RULES on starship weapons vs. vehicle SIZED targets. Pretty dang simple. How big are missiles? How big is an airraft stuffed with explosives? How large is a TL 7 fighter carrying weapons? Jeez!

Can you give me a book and page number? The only rules I know of about weapon scales are that starships weapons multiply their damage by 50 when attacking non-starships, and that non-starships divide their damage by 50 when attacking starships (Book 1: Mercenary. page 73).

Of course, something may have been printed after that which changed the rules. Which is why I asked for a quote. So please kindly provide a quote. If one exists, I can admit my mistake (if I made one).
 
sideranautae said:
This is how I rationalize nuke missiles doing "so little" damage. They don't impact but are detonated at some close stand off distance.

This is essentially how I see missiles doing their damage as well. Proximity detonations which showers the target with fast moving fragments. Nukes have larger higher density fragments which do more damage.

I have added a house rule that increases the damage by 1 point for every 10 speed the missile has acquired, and allowed them to be used at ranges beyond that of all energy weapons. This increases their usefulness in game terms.

Even without house rules, one of the advantages of missiles is that they have little to no powerplant requirements. This means they are still useful when the ships powerplant goes down. (Or all fuel is lost, which happens more often than not with the current damage rules).

Energy weapons are only useful as long as the ship has a functioning powerplant, not something that can be guaranteed in combat.
 
Dracous said:
Even without house rules, one of the advantages of missiles is that they have little to no powerplant requirements. This means they are still useful when the ships powerplant goes down. (Or all fuel is lost, which happens more often than not with the current damage rules).

Energy weapons are only useful as long as the ship has a functioning powerplant, not something that can be guaranteed in combat.

Don't know about that. It will take Active sensors (ship based) to track & lock onto targets thousands of miles away....
 
Jeraa said:
sideranautae said:
Jeraa said:
[

Do you have a quote that says that?

See WRITTEN RULES on starship weapons vs. vehicle SIZED targets. Pretty dang simple. How big are missiles? How big is an airraft stuffed with explosives? How large is a TL 7 fighter carrying weapons? Jeez!

Can you give me a book and page number? The only rules I know of about weapon scales are that starships weapons multiply their damage by 50 when attacking non-starships, and that non-starships divide their damage by 50 when attacking starships (Book 1: Mercenary. page 73).

Of course, something may have been printed after that which changed the rules. Which is why I asked for a quote. So please kindly provide a quote. If one exists, I can admit my mistake (if I made one).

Core rulebook, pg 151:

Spacecraft Weapons and Personal Combat
On rare and messy occasions, characters may fi nd themselves using ship-scale weapons on smaller vehicles or even people. Starship weapons are incredibly powerful and destructive – multiply the damage from a starship weapon by 50 to get the damage in personal-scale terms. The exceptions are sandcasters, which do only a single point of damage against enemy spacecraft but 8d6 on a personal scale.
 
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