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#1 | |
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Join Date: Jul 2005
Location: Jeffersonville, Ind.
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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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The user formerly known as ciaran_skye. __________________ Quirks: Doesn't proofread forum posts before clicking "Submit". [-1] Quote:
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#2 |
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Join Date: Aug 2007
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Yep. Fast Passes are killers and the more velocity that is involved, the more damage results. I say it's at least as bad as you think it might be.
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Fred Brackin |
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#3 | |
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Join Date: Jul 2005
Location: Jeffersonville, Ind.
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So, in the case of the game I'm planning, might this allow fighters to crack large capital ships without nukes? It's late and I'm too lazy/tired to bring up the PDFs and do the math. For what it's worth, I'm planning on allowing the whole genre convention of fighters being significantly faster than capital ships.
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The user formerly known as ciaran_skye. __________________ Quirks: Doesn't proofread forum posts before clicking "Submit". [-1] Quote:
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#4 | |
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Join Date: Mar 2008
Location: Dallas, TX
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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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#5 | |||
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Join Date: Jul 2005
Location: Jeffersonville, Ind.
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Quote:
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__________________
The user formerly known as ciaran_skye. __________________ Quirks: Doesn't proofread forum posts before clicking "Submit". [-1] Quote:
Last edited by panton41; 10-20-2010 at 09:36 PM. |
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#6 | |
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Join Date: Jul 2008
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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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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#7 | ||
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Join Date: Nov 2009
Location: Oregon
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#8 | |
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Join Date: Nov 2009
Location: Oregon
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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. Last edited by vierasmarius; 10-20-2010 at 09:40 PM. |
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#9 | |
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Join Date: Aug 2007
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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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Fred Brackin |
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#10 | |
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Join Date: Mar 2008
Location: Dallas, TX
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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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