08-20-2019, 06:50 AM | #11 | |
Join Date: Aug 2018
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Re: Spaceships 3 missiles in limited superscience TL10 setting
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Edit: I think I like varyon's suggestion, I'll see what can be done with that. Last edited by Alfa; 08-20-2019 at 07:02 AM. |
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08-20-2019, 09:46 AM | #12 | |
Join Date: Aug 2007
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Re: Spaceships 3 missiles in limited superscience TL10 setting
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Warp missiles are an obvious exception and Fast Passes are common enough that preparation for offense and defense during them is wise. Otherwise though, 660 seconds is what big missiles need to reach their maximum range and that's 33 20 second Turns. If there are any other weaposn capable of those ranges the fight will be over before the missiels hit.
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Fred Brackin |
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08-20-2019, 11:31 AM | #13 |
Join Date: Feb 2016
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Re: Spaceships 3 missiles in limited superscience TL10 setting
It really depends on the level of protection. A TL 10 SM+14 dreadnought could easily have front Hardened DR 800, which ignores anything less than 300 GJ UV lasers and can shrug off 1 TJ UV lasers most of the time. A comparable spacecraft requires SM+14 spinal UV lasers to have a decent chance of punching through the front armor. Of course, particle beams are more dangerous, but they are capable of engaging in much shorter ranges than UV lasers.
In addition, there are accuracy concerns. Extreme range gives a -16 to hit, which means that a significant number of shots will miss, even with a spinal mount, especially since warships will often have defensive ECM. Also, spaceships can dodge attacks. |
08-20-2019, 12:09 PM | #14 | |
Join Date: Jul 2008
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Re: Spaceships 3 missiles in limited superscience TL10 setting
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(Meanwhile in the SS1 system they have a maximum range, but don't have any flight time.)
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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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Tags |
missiles, spaceships |
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