[Spaceships] Calculating Missile Damage
I'm working on a space fighter game and I'm needing a rules clarification on missiles.
Despite reading the rules I'm a bit unclear on how missile damage is calculated. Are the attacker and defender's relative velocity added to the damage the missile does and if so what does that mean in a situation like a Fast Pass or between vehicles with vastly different accelerations? Oh, and to make the question that much more complex does the same rule apply to both Basic and Tactical rules? |
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In Tactical combat, you multiply the basic damage by the relative velocity in hexes per turn (calculated on page SS3:31), and by the scale factor from page SS3:32. |
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That said, they're quite powerful enough on their own to ruin even a large warship's day. |
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EDIT: Oh, just noticed that the errata not only corrected base projectile damage, but also default relative velocity. So a TL9 20cm missile would typically do on 6d10(2). That's still enough to disable a SM +12 ship, but only with DR 100. The max DR it could crack is about 700. But again, that's without making a Fast Pass. |
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If your fighters have enough delta-V and acceleration, they can easily crack capital ships with missiles. The only major limitation is how high a relative speed they can get the missiles to actually hit at. Potentially they could even use bombs (SS4).
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Some Nova class carriers accelerated all the way towards Earth from Mars and released their load of kamikaze TL8 ASATs at about 70 miles per second One of the ASAT's sub-munitions did enough to autokill a SM+14 Gibralter class battlestation (with some leftover too). So, yes you can kill big ships with little missiles if you have enough velocity. It's not an unstoppable tactic but it's a sufficiently powerful one that you're going to have to pay major attention to preventing high speed kinetic energy attacks on your major space assets. |
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