Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 10-20-2010, 08:43 PM   #1
panton41
 
panton41's Avatar
 
Join Date: Jul 2005
Location: Jeffersonville, Ind.
Default [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?
__________________
The user formerly known as ciaran_skye.

__________________

Quirks: Doesn't proofread forum posts before clicking "Submit". [-1]

Quote:
"My mace speaks Goblin." Antoni Ten Monros
panton41 is offline   Reply With Quote
Old 10-20-2010, 08:48 PM   #2
Fred Brackin
 
Join Date: Aug 2007
Default Re: [Spaceships] Calculating Missile Damage

Quote:
Originally Posted by ciaran_skye View Post
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?
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.
__________________
Fred Brackin
Fred Brackin is offline   Reply With Quote
Old 10-20-2010, 09:18 PM   #3
panton41
 
panton41's Avatar
 
Join Date: Jul 2005
Location: Jeffersonville, Ind.
Default Re: [Spaceships] Calculating Missile Damage

Quote:
Originally Posted by Fred Brackin View Post
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.
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.
__________________
The user formerly known as ciaran_skye.

__________________

Quirks: Doesn't proofread forum posts before clicking "Submit". [-1]

Quote:
"My mace speaks Goblin." Antoni Ten Monros
panton41 is offline   Reply With Quote
Old 10-20-2010, 09:25 PM   #4
Diomedes
 
Join Date: Mar 2008
Location: Dallas, TX
Default Re: [Spaceships] Calculating Missile Damage

Quote:
Originally Posted by ciaran_skye View Post
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.
Nukes don't take any modifications for relative velocity, since they have to detonate before they collide with the hull, or they won't go off at all.

That said, they're quite powerful enough on their own to ruin even a large warship's day.
Diomedes is offline   Reply With Quote
Old 10-20-2010, 09:31 PM   #5
panton41
 
panton41's Avatar
 
Join Date: Jul 2005
Location: Jeffersonville, Ind.
Default Re: [Spaceships] Calculating Missile Damage

Quote:
Originally Posted by Diomedes View Post
Nukes don't take any modifications for relative velocity, since they have to detonate before they collide with the hull, or they won't go off at all.

That said, they're quite powerful enough on their own to ruin even a large warship's day.
I was basing it on using nukes instead of kinetic kill. I knew that nukes didn't take the adjustment, just that their high damage would be enough for a fighter's nuclear missiles to kill a capital ship. What I was asking was whether in a fast pass could the kinetic kill weapons do enough damage to penetrate a capital ships armor or would nuclear weapons be the only way to achieve that with a small ship?


Quote:
Originally Posted by vierasmarius View Post
Easily. Even without using Fast Passes, just the "default" relative velocity of 5mps for TL 7-8 missiles, a 20cm Missile (fired by a SM +5 Major Battery) can easily inflict 6dx25(2). An average of 525 damage, this will drop a SM +12 ship to 0 HP through DR 400. A SM +8 ship would almost certainly be destroyed instantly. If you add in higher relative velocities the devastation will be proportionally greater.
Ninja'd, though I think that 5mps is an errata that's been changed to 1-2mps. So a tactic for my fighter pilot characters might be to use their "guns" against other fighters and what would amount to "chinks in armor" in bigger ships and use missiles vs. capital ships.
__________________
The user formerly known as ciaran_skye.

__________________

Quirks: Doesn't proofread forum posts before clicking "Submit". [-1]

Quote:
"My mace speaks Goblin." Antoni Ten Monros

Last edited by panton41; 10-20-2010 at 09:36 PM.
panton41 is offline   Reply With Quote
Old 10-20-2010, 09:40 PM   #6
Ulzgoroth
 
Join Date: Jul 2008
Default Re: [Spaceships] Calculating Missile Damage

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).
Quote:
Originally Posted by ciaran_skye View Post
Ninja'd, though I think that 5mps is an errata that's been changed to 1mps. So a tactic for my fighter pilot characters might be to use their "guns" against other fighters and what would amount to "chinks in armor" in bigger ships and use missiles vs. capital ships.
Hopefully these guns are beams? Because actual guns are even more useless in fast pass regimes than otherwise.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident.
Ulzgoroth is offline   Reply With Quote
Old 10-20-2010, 09:43 PM   #7
vierasmarius
 
vierasmarius's Avatar
 
Join Date: Nov 2009
Location: Oregon
Default Re: [Spaceships] Calculating Missile Damage

Quote:
Originally Posted by ciaran_skye View Post
Ninja'd, though I think that 5mps is an errata that's been changed to 1-2mps.
Yeah, I just noticed that. Oops.

Quote:
At this rate Low Tech will also cure cancer, settle the American healthcare debate and if you buy a copy Jesus will give you a kitten.
I'm still waiting for my kitten!
vierasmarius is offline   Reply With Quote
Old 10-20-2010, 09:30 PM   #8
vierasmarius
 
vierasmarius's Avatar
 
Join Date: Nov 2009
Location: Oregon
Default Re: [Spaceships] Calculating Missile Damage

Quote:
Originally Posted by ciaran_skye View Post
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.
Easily. Even without using Fast Passes, just the "default" relative velocity of 5mps for TL 7-8 missiles, a 20cm Missile (fired by a SM +5 Major Battery) can easily inflict 6dx25(2). An average of 525 damage, this will drop a SM +12 ship to 0 HP through DR 400. A SM +8 ship would almost certainly be destroyed instantly. If you add in higher relative velocities the devastation will be proportionally greater.

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.
vierasmarius is offline   Reply With Quote
Old 10-20-2010, 09:56 PM   #9
Fred Brackin
 
Join Date: Aug 2007
Default Re: [Spaceships] Calculating Missile Damage

Quote:
Originally Posted by ciaran_skye View Post
So, in the case of the game I'm planning, might this allow fighters to crack large capital ships without nukes?
During the Tactical combat playtest I had the Free Libertarians of the Outer Solar System stage a Fast Pass sort of raid on the Greater League of United Earth.

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.
__________________
Fred Brackin
Fred Brackin is offline   Reply With Quote
Old 10-20-2010, 08:52 PM   #10
Diomedes
 
Join Date: Mar 2008
Location: Dallas, TX
Default Re: [Spaceships] Calculating Missile Damage

Quote:
Originally Posted by ciaran_skye View Post
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?
In Basic combat, you multiply the weapon damage for the appropriate caliber by the relative velocity from the table on page SS59. For a fast pass, you use the actual relative velocity instead (which is likely to be much bigger).

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.
Diomedes is offline   Reply With Quote
Reply

Tags
spaceships

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 05:49 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.