08-19-2013, 02:58 PM | #71 | |
Join Date: Jul 2008
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Re: [Spaceships] Combat Examples?
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"A single character may never perform more than one gunnery task per turn (with the exception of spreading fire)."(p53)
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08-19-2013, 03:09 PM | #72 | |
Join Date: Nov 2011
Location: Seattle, WA
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Re: [Spaceships] Combat Examples?
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It would seem hard to vaporize a solid chunk of metal zooming at you at high velocity...much harder than simply knocking out a missile or preventing the missile from properly detonating. I would point out that knocking aside Honorverse missiles would be VERY hard under these rules. Given that some Manticoran missiles arrive at .6c...that's a -18 to be precise!
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08-19-2013, 03:11 PM | #73 | |
Join Date: Nov 2011
Location: Seattle, WA
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Re: [Spaceships] Combat Examples?
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-apoc527 My Campaigns Currently Playing: GURPS Banestorm: The Symmetry of Darkness Inactive: Star*Drive: 2525-Hunting for Fun and Profit My THS Campaign-In the Shadows of Venus Yrth--The Legend Begins The XCOM Apocalypse |
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08-19-2013, 03:22 PM | #74 | |
Join Date: Aug 2007
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Re: [Spaceships] Combat Examples?
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Those missiles generally aren't be knocked aside either. Counter-missiles go for wedge to wedge impact and both missiles are vaporized by the feedback to their impeller drives. Laser hits probably also vaporize their targets. Damaging the missiles power source or any of it's high energy systems would release large amounts of energy. Then there's the inertial compensators. Even a missile needs one of those to survive 90,000 Gs. Or the particle shielding (whatever that is). 0.6C is stressful without that. It's the not blowing up during normal operation part that's impressive about Honorverse missiles
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08-19-2013, 03:43 PM | #75 | |
Join Date: Aug 2004
Location: Austin, TX
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Re: [Spaceships] Combat Examples?
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You're right. Given how inferior single pilot craft are to a craft with a commander, navigator, pilot, gunners, and a proper damage control party, I'm pretty much inclined to say "to heck with that" and change it say that no craft can take more than 1 Move maneuver and that no identical weapons in the same battery can be used in more than 1 Gunnery task. I mean, I don't feel that a single pilot/gunner is breaking the rules by firing a missile at a distant target from a medium battery, waiting for a different enemy to get closer before he fires his particle beam from the same medium battery and also waiting to use the point defense lasers in the same medium battery. He's taking a multi-tasking penalty to do all that and he's not firing more weapons than he has, so it doesn't feel munchkin to me. I'll make a note of it in the examples, though. Thanks for pointing it out.
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08-19-2013, 03:56 PM | #76 | |
Join Date: Aug 2004
Location: Austin, TX
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Re: [Spaceships] Combat Examples?
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08-19-2013, 04:50 PM | #77 | |
Join Date: Jul 2008
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Re: [Spaceships] Combat Examples?
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EDIT: Actually, a second note. Treating multiple turreted weapons as a single attack is not in accordance with SS57. By the book, all twelve of the medium-mount guns should have been separate attacks.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. Last edited by Ulzgoroth; 08-19-2013 at 04:53 PM. |
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08-19-2013, 05:22 PM | #78 |
Join Date: Aug 2004
Location: Austin, TX
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Re: [Spaceships] Combat Examples?
Quoting myself:
"Then the KKC gunners open up, each battery firing a combined salvo of 9 shots against the first two Pathfinders. The port battery starts, rolling a 10 against Artillery-14, +5 for target SM, -6 for the KKC's sAcc, -3 for the 2 mps gun velocity, -2 for ECM, +2 for the RoF bonus for 9 shots, and +4 for proximity fusing. He succeeds by 4, and hits with two shots (the guns have Rcl 4). " The KKCs did use proximity fuses, but between their crappy sAcc and the terrible Rcl, it didn't help much. And the 4 Pathfinders in formation had 2400 effective RoF from their point defense lasers, coming from 4 sources, so there was a 1/6250000 of getting 4 critical failures and actually getting an E-mag round through the point defenses. But I see you are right about having to roll separately for every weapon in a turret. I can't imagine why - can anyone from the playtest comment?
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08-19-2013, 05:34 PM | #79 | ||
Join Date: Jul 2008
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Re: [Spaceships] Combat Examples?
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I think it's really silly to give guns rcl 4 with proximity rounds (or at all really) but it does seem to be by-the-book. Your alternate treatment (the one you threatened for missiles) might actually be helpful to the guns here...if you treated it as an x9 shotshell it would get better rcl. Quote:
Of course, this makes the Pathfinders' PD a bit harder too. Probably not enough to matter.
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08-19-2013, 09:01 PM | #80 | |
Join Date: Dec 2012
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Re: [Spaceships] Combat Examples?
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Tags |
spaceships, spaceships combat example |
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