No. Note the range limitation for Smart to work.Tupper said:Do the regular range mods apply?
Yes. The target can perform all the usual actions.Tupper said:Can the target take evasive action?
Fire Control, no. Neither does Gunnery skill apply.Tupper said:Does software (fire control /evade) apply?
That is correct per RAW, but I don't like it. I have added to my HR that once missiles have arrived, then as part of the attack, EW gets one last crack and PD it's one chance at the salvo.Note that EW is an Action performed in the Action Step, so a salvo launched and resolved in the same Attack Step (a hang time of Immediate) can technically not be EW:ed.
Missiles are nerfed enough as it is in HG'22, I believe...That is correct per RAW, but I don't like it. I have added to my HR that once missiles have arrived, then as part of the attack, EW gets one last crack and PD it's one chance at the salvo.
Interesting glitch... HG'16 defined torpedoes as a type of heavy missile, hence affected by EW, but that seems to have gone missing in HG'22...As I read the EW step I can only find that it affects Missiles. .
You do as you wish, but by default Dampers affect nukes, but there is a limited effect and a lot of dice rolling involved, essentially one damper unit negates about X nukes per round.As for Nuclear Missiles - I read in the description of the Nuclear Damper that it makes the warheads ineffective - thus IMTU attacking against a ship with A Nuclear Damper renders all attacks with nuclear warheads null. But that is because I want an in game reason why there are not large numbers of Nuclear Missiles on Naval Vessels, or stored in Naval Bases.
Missiles are already balanced at short range by the loss of the smart trait. If defenders want a counter, they can fit lasers for PD, or PD batteries, or mount high thrust MDs to maintain range, or mount excellent sensor suites to stop people sneaking close enough to ambush them with missile attacks etc etc.That is correct per RAW, but I don't like it. I have added to my HR that once missiles have arrived, then as part of the attack, EW gets one last crack and PD it's one chance at the salvo.
This works perfect for both missiles launched at short range and missiles that have been travelling and have just arrived this turn. It also avoids the defender from losing a chance to defend due to something that is really just turn order mechanics. Erring on the side of the defender is often a better choice anyway.
They should not have to purchase extra stuff just to use the counter they already have that they are losing for what reason? "It's only in the action step?"Missiles are already balanced at short range by the loss of the smart trait. If defenders want a counter, they can fit lasers for PD, or PD batteries, or mount high thrust MDs to maintain range, or mount excellent sensor suites to stop people sneaking close enough to ambush them with missile attacks etc etc.
Why not? Don't just assert: give reasons! You're the one arguing for a change in the rules to favour a particular system. The burden of proof lies on you.They should not have to purchase extra stuff just to use the counter they already have that they are losing for what reason? "It's only in the action step?"
(btw, are you talking 2e or a different rules system?)