ColHut said:
We are also struck with the oddity that a 5000 ton cruiser can be equipped with 50 triple particle beam turrets doing a 450 point barrage which on even dice will inflict enough damage to destroy itself with a single salvoe. ( 50 H and 50 s per section) Assuming say high tech version (TL wpn mods, with good fire control and ships crew modifiers even for average crew would add +8 and even ignoring possiple "+IWD" will negate a dodge "-2" and 6 points of armour!. All you need is a power plant 5+.
Although the rules are for capital ship combat - they are not for fleet actions as ships will rapidly run out of reactions needed to trigger screens, sandcasters, point defence lasers, and dodge (limited to 3 anyway by evade tech).
Why is the action phase (in which you attempt sensor locks) after the combat phase?
The rules clearly indicate (p.73) that movement is a combat action, and you loop through all ships in initiative order until all actions are exhausted - presumably you can still only move once? or more to the total limit of your MVR rating??. .
Are repairs (like sensor locks) an ships' action, and so NOT part of the looping combat system (pace p. 79).
Mystified
:?:
regards
In your example, the best defence is actually not to get closer than medium range, firing missiles before going in would be good as it should tie up some fo the pesky lasers.
The DM for High yield and Very high yield are Attack Modifiers not damage modifiers. You can get a max of +3 Attack Mod from TL as far as I can see (Very High Yield, Accurate).
Damage from pulse lasers is split between the 2 sections (page 77) doubling the amount of structure you get to subtract from.
You also forgot about bearing, not all you 50 turrets can bear, the best is 80% = i.e 40 of them.
My quick maths at short range and medium range.
Assuming expensive hull with 80% bearing:
150-pulse laser-short-2
or
50-pulse laser-short-6 (not fussed which way!)
fire control/4 = +4
crew/2 = 2 (average sort of crew)
pulse lasers get -2
Accurate, Very High Yield = +3
Before Range =7
Pulse Lasers are short range so get +0 at short.
Assume a roll of 7 total attack before defence =14
Defenses
dodge =2 (you would dodge this in a 5000 ton ship!)
armour = 6 (from your example)
sandcasters =2 (all ships need pulse lasers and sandcasters for defence)
Total Defence = 10
Net Attack Roll is 4 = 25%
Damage is 300 (6*50 or 150*2) x 80% bearing * 25% barrage
= 60 damage.
Damage from pulse lasers onto capital ships is split between 2 locations at 5000 tons we only have 2 locations each with 50 structure and 50 hull.
So that is -30 hull from each section.
Net barrage result was less than 8 so no criticals.
If you do the maths above at medium range there was no damage at all as the net barrage result is 0.
Putting it in context, my free trader is attacked by pirates. If one gets to short range with a triple pulse laser turret I reckon I have about the same odds of being crippled/toast - and that is one turret. Sandcasters, I need sandcasters!
Any escort armed with just 50 pulse lasers is going to be dust, no sandcasters makes it vunerable to energy weapons, and its weapons are only effective out to short range. Better give it man: 6 as it needs to rush into combat and get to short before it is destroyed, as missiles, particle beams and fusion beams all operate beyond short range quite well.
It might be useful as a true escort though if you use the "Escort Defence" order to allow it to protect another ship. Or you could sacrifice +1 Attack Mod from weapons TL to add Long Range instead, forcing the enemy to tie up its laser or fight at long.
Your proposition with triple particle beam holds very well, but is a lot more expensive.