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#1 |
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Join Date: Feb 2006
Location: Not in your time zone:D
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I use all those Pyramid updates plus the one that bases energy beams off square-roots as opposed to the RAW cube-root; IDHMNWM so not sure which issue it's in.
I also use a suggestion from the authors that AFVs are 70% armor... This means combat "ships" in my setting are very tough. Ships are still one-shot killed by bigger ships but in an even fight it's more like three hits. Makes it a bit more NFL than FIFA.
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes |
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#2 | |
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Join Date: Jun 2013
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Quote:
Indeed. If going with this, it may be worthwhile to make use of "Smaller Systems" (Spaceships 7, pages 4-5) so that your vessel has more than 4 non-armor hull systems. While you've set your fighter as, say, SM+7, you can use the volume reduction of heavy armor and the Smaller Systems rules to have it function essentially as a really well-armored SM+6 fighter instead. |
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#3 | |
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Join Date: Feb 2006
Location: Not in your time zone:D
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Quote:
It brings beams more into line with missiles.
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes Last edited by jacobmuller; 04-16-2015 at 02:31 PM. |
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#4 | |
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Join Date: Apr 2015
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There was another thing about hull damage that I was also thinking about. What happens when all the systems in the central hull section are destroyed? Does this leave the front and rear section cut off from each other? Would the front and rear hull be able to use systems located in the opposite hull section, transferring power points through a central hull section held together by duct tape? Last edited by ToeFinger; 04-16-2015 at 04:53 PM. |
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#5 | |
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☣
Join Date: Sep 2004
Location: Southeast NC
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Quote:
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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| Tags |
| damage to hull sections, spaceships |
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