04-17-2018, 11:56 AM | #61 | |
Join Date: Oct 2008
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Re: [Spaceships] Missile shield vs. ramming: two questions
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You are the one who started to comment on that proposal.. :) |
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04-17-2018, 12:02 PM | #62 | |
Join Date: Jul 2008
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Re: [Spaceships] Missile shield vs. ramming: two questions
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I hadn't clicked the link until now. Anthony's in-post description was more than sufficient to inform what I had posted previously.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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04-17-2018, 09:40 PM | #63 | |
Join Date: May 2010
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Re: [Spaceships] Missile shield vs. ramming: two questions
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04-17-2018, 09:46 PM | #64 |
Join Date: May 2010
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Re: [Spaceships] Missile shield vs. ramming: two questions
A worked example could really help clarify the expanded wounding modifiers proposal. Writing up how it could affect the bajillion ASATs vs. Gibraltar scenario could be helpful (with the ASATs both firing missiles and trying to ram).
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04-17-2018, 10:06 PM | #65 |
Join Date: Jul 2008
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Re: [Spaceships] Missile shield vs. ramming: two questions
Interfacing it with Spaceships takes a little more work than just using it - you need to decide what the final caliber of the kinetic weapons is (you could just use the face values, but in theory probably shouldn't), and how beam spot size varies with weapon size.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
04-18-2018, 09:18 AM | #66 | |
Join Date: May 2010
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Re: [Spaceships] Missile shield vs. ramming: two questions
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04-18-2018, 10:08 AM | #67 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Spaceships] Missile shield vs. ramming: two questions
The problem with missiles is mostly that they don't scale the same way as beams, for reasons that are not entirely obvious. In general 7-10mm should be considered SM+0 for projectiles.
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04-18-2018, 10:13 AM | #68 | |
Join Date: Jun 2013
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Re: [Spaceships] Missile shield vs. ramming: two questions
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Of course, the projectiles from proximity detonation should have smaller WM... but then they should presumably also do less damage*. Anyhow, +4 corresponds to roughly RoF 20, and 1/20th the mass is typically going to mean a bit over 1/3rd the diameter (assuming the fragments are around the same shape as the original warhead), so between -3 and -2 to SM (and thus WM) would be appropriate. *As GURPS typically has collision damage scale as the cube root of mass, assuming something between 4 and 5 fragments per "hit," and between 80 and 100 actual fragments, you actually get the equal damage and +4 to hit you see in Spaceships. Of course, at that point the armor divisor should be something like 0.5 (if the fragments maintain the AP quality of the original warhead) or 0.25 (if the fragments don't maintain the AP quality, or if up against Hardened armor)...
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04-18-2018, 10:22 AM | #69 | |
Join Date: Jul 2008
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Re: [Spaceships] Missile shield vs. ramming: two questions
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It means that an SM+4 drone shooting a spinal beam at a SM+10 frigate would have a wounding scale of +5-10 = -5, resulting in 1/7 wounding modifier to make any damage they manage to drill through armor that much more disappointing. Meanwhile a major battery on the frigate would hit the drone with a scale of +6 for x6 (suggested) or x10 (pure log scaling) wounding, which is largely gratuitous considering it's got 30 dice of base damage. But a tertiary RF weapon on the frigate, being 10MJ, would only rate as SM+5, giving it a +1 factor against the drone for a WM of 1.5x. From the bit about the sizes of holes made by projectiles, we can conclude that if one of the SM+4 drones rams it should have a wounding scale of its SM+4 + 13 = +17. That hitting the SM +10 frigate would do x7 or x15 wounding, which is...again largely gratuitous considering how much base damage it'll be bringing.
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04-18-2018, 10:26 AM | #70 | |
Join Date: Jul 2008
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Re: [Spaceships] Missile shield vs. ramming: two questions
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combat, spaceships |
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