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Old 10-20-2010, 09:30 PM   #1
vierasmarius
 
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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.
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