It's always tricky putting out explanations for pseudo science and you are generally better off with a general fudge of a statement saying spinals are difficult to control and manipulate and let the reader imagine their own issues, which would be real enough with energy containment, thrust aiming, et al. But I'm pleased this came up because it brings me to my next suggested ruling:phavoc said:Condottiere said:The easiest way is to incorporate recoil, which would require a certain hull strength in order to retain structural integrity.
Too large, and the ship starts getting shook to pieces.
One example would an eighteen inch naval gun on a twenty thousand tonne light cruiser hull.
There should be no recoil (or very little) from an energy-weapon. Railguns might be a little different, but it's really more a question of the mass of the projectile compared to the mass of the ship. Since you are suspending the round in a magnetic field the amount of energy transference to the launching vessel should be relatively small (I think). It's not like firing a bullet where you have an actual explosive energy recoil to do something with.
Spinals are difficult to control and aim and spinals benefit from additional mechanisms to assist this. A particle accelerator has a -1 to hit, a meson spinal has a -2 to hit. For every 2x additional tonnage dedicated to a particle accelerator and a meson spinal, you can apply a +1 to hit up to a maximum of +1. This extra tonnage does not require additional gunnery crew or hardpoints. For every 2x multiplier of size, power requirements increase +50%. That is, you can increase the hit bonus of a meson spinal up to +1 but at a cost of 6x the original weight of the weapon.
This way the superdreadnought massive spinal gets an edge without going into silly damage levels or complicated tables or calculations, and also crimps in a little the small rider that gains the bonus against being hit from being a small ship. There are reasons I think we want to keep the current tonnage negatives to hit based on size relative to allowing reasonable sized escorts in the fleet build. It provides an edge again to particles. Meson's will be doing more damage and be the final weapon of choice for the super dreadnought, in between there'll be options to be accurate and light or go with a bang.
I think it's generally correct, however I think my statement above still applies. The particles as a minimum should be redone to make the table more intuitive and easier for the players to work through: an early version that can become the medium damage, a small version and a big version with 3 choices at the end should be a viable selection of options (?)With that in mind, are we find with the current weights and TL modifications? They seem fine with the above two modifications
Regards actual damage my suggested multiple from first passes at this is 500x, though I'd suggest a quick play out to check what's going on.