Re: Is spaceship armor useless?
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Re: Is spaceship armor useless?
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Re: Is spaceship armor useless?
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Re: Is spaceship armor useless?
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Re: Is spaceship armor useless?
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In the Basic system, large ships can carry enough armor to withstand small missiles, which does get them into a different regime. (They aren't armored enough to withstand their own tertiary missiles, probably, but those missiles would be big enough to be stopped by small escorts with minimum-size VRF beams.) Missiles in the Tactical system may be likely to hit harder, though, so I'm not sure whether that remains doable. If you're not carrying enough armor to stop the missiles entirely, it's not much use against them. (Side note: the Scale Factor table on SS3:32 is still wrong, isn't it.) In the Tactical system it is possible, in principle at least, to use thrust and delta-V to outfly missiles, forcing them to attack at lower speeds (with more PD opportunities on the way) or even to miss their attack. However, it's probably not achievable for realistic spaceships. Quote:
Aside, I think it's very unclear when, if ever, Spreading Fire modifiers apply to ballistic weapons under the tactical rules. Even if you did accrue Spreading Fire penalties for a gunner who is controlling more than one Ballistic Attack in a turn (which I don't see any indication that the rules direct, it's just the only way I can see to involve that penalty at all), that would a) as you note, not be too much of a problem and b) only apply once the missiles are actually attacking, so after any 'shoot down the missile bus' point defense efforts. |
Re: Is spaceship armor useless?
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That being said, much of the dV dancing and kiting depends on what engines are available for ships and what engines are for missiles (upscaling/downscaling isn't always trivial). Quote:
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(You capitalized Attacks, but I don't think there's really an applicable word-of-art here. If there is, can you point it out?) |
Re: Is spaceship armor useless?
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You're rolling your missile skill, so you're not just sitting there while things work without your input. |
Re: Is spaceship armor useless?
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It seems like you'd start in the right direction with pseudoatmospheric space rules, optionally plus Boost Drives. There are still some unfortunate limitations, but I think they're down to the fact that GURPS tactical combat vehicle and general high-speed movement rules are kind of ugly. And, unfortunately, you kind of have to make up how those apply to the missiles and what missiles with non-kinetic warheads do. And as setting choices, you have to disallow AI-controlled point defense guns on small ships and preferably make sure every battle occurs in a ridiculously cluttered environment so that you have props for your evasive flying. I'd note that the 'evasive action' thing almost always applies to fighters, not large ships. Star Destroyers don't dodge missiles or torpedoes. (They also don't shoot them down, generally. Which actually makes sense if you consider that Star Wars weapons are almost never VRF and are not lasers...try making a PD loadout with only RF plasma beams and you'll give up pretty quick.) Although real, seagoing ships did try to dodge torpedoes, when the torpedoes were not effectively guided. Quote:
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Looking at the Spaceships 3 weapon fire sequence, the Aim and Attack 'maneuver' is used to fire beams or launch ballistic weapons. The weapons arriving is clearly not a maneuver, since the rules recommend arranging to have gun shells arrive the same turn they're fired. |
Re: Is spaceship armor useless?
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As for cluttered environment, I'm not sure that's necessary. Sure, asteroid thickets are a thing in some settings (SW), but not others (BSG). Quote:
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Of course, none of it matters if you have as many operators as missiles launched. * == Calculating and assigning suitable approach vectors or whatever. |
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