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50ton fighter

Originally posted by Liam Devlin:
Msser Bhoins, Far Trader, good gentles all,

from MT/COACC page 83, this conversion of an OTU, 50dtn FH, missile [bomber]:
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Magnum-class Heavy Fighter
Class: Smallcraft , FH-(B)
EP Output: 13 (3 excess)
Tech Level: 15
Triple Turret: Missile rack, attack bonus +7 (+7 USP) damage 3d10, range increment 90,000km.
At TL9 shouldn't it be attack bonus +2 (+2 USP) damage 2d6?

Otherwise looks great.
 
TY Mssr Bhoins.

Hmmm.

Chart on Page 272 THB
shows me TL13+ adds +1 to USP, a rack of three grants USP 6. hence the 7.

Now the damage, I admit is prolly wrong.
 
Okies, Mssr Bhoins,
I've corrected the damage and made an edit to the TL-9 specs that through you off.

Sorry, used a template for a TL-9 Fighter and I forgot to change that! My apologies sir.
 
Originally posted by Liam Devlin:
TY Mssr Bhoins.

Hmmm.

Chart on Page 272 THB
shows me TL13+ adds +1 to USP, a rack of three grants USP 6. hence the 7.

Now the damage, I admit is prolly wrong.
Aaaaaaaah, I see where that number came from. The top line is the USP. The line with the number of mounts is the one under it. It takes 30 tubes of missiles to get to USP 6 (that is 7 at TLD+). It isn't exactly clear but it does specify that USP is level 1-9. (And the chart is the same one from LBB5 and MT. which is a bit clearer.) Which is why Falkyn's data sheet is off slightly, the missile lines should be 1 1 2, instead of 1 2 3.
Now Damage.

Standard HE rounds would be 2D6 and TLD+ 3D6 damage.

Nukes would be 7D6+2D12 Radiation, or 8D6+3D12 at TLD+.

BPL would be (1D6+2)d10 and (1D6+3)d10 at TLD+
 
Originally posted by Liam Devlin:
Well, got the BPL fixed & USP's. TY Bhoins, appreciate that clearing up that missile line thing!
Actually, I believe, though I could be wrong, that with Laserheads you roll a D6 add one point to the roll for each USP factor of the missile and that is how many Pulse Lasers hit the target, or how many D10 you roll. Though how armor affects it is a little unclear. I am going to reduce the number of D10s first then reduce the last D10. Though with that description it is easy enough to claim that each pulse gets reduced by the full armor amount. (But then AF10 would render the missile, regardless of USP factor useless.)
 
HMMMM.

That does bear some looking at. THB page 270:

***" Treat Bomb pumped laser missiles as 1d6 (+1 extra hit per USP Factor)as if from pulse laser with no radiation damage."

So a 'hit' would be 3d10, at USP 3, and the number of times it 'hit' [as the BPL is in effect a shotgunned laser effect on detonation to my understanding], 1d6+3 hits, so possibly striking target 4-9 times for that damage is my take on it.
 
That wasn't my interpretation of it. What I went with was:

Standard Missile 1d6 per USP
Nuclear Missile 1d6 per USP plus 5d6
Bomb-Pumped Missile 1d10 per USP plus 1d6

It is a little ambiguous and I'm not sure I am doing it right but it seems right to me the way I'm reading it. I don't see the sense of the plus 1d6 for Bomb-Pumped Missiles but...

Maybe the screen says something different/clearer. Checking...

...nope, just the same table minus the explanation of the adds.

I don't remember seeing anything like CT's 1d6 for number of strikes for successful missile attack which seems to be what you're thinking Liam, I think
 
That would make BPL's lethal in Bays.

10-15 9d10 hits with a slight bonus on the critical tables. Against an unarmored vessel that's arround 620 damage on a non-critical. Compared to about 170+105R from a meson spinal non-critical. Or 49+60R for a USP9 nuclear missile launch.

If you count the attack as (d6+USP)d10 with a slight bonus on the critical tables, a USP9 BPL would be arround 70 damage, much more inline with the nuclear missile damage.
 
They are half again as expensive as Nuclear missiles.

With my reading it would be 1d6+9 D10s. that seems more in tune with the rest of the damagerules. (Nukes being 14D6+9D12 Radiation in the same attack, though how Radiation damage works is another question.

)
 
Yes, Far Trader, though it isn't CT I was thinking of, twas TNE's X-raylaser pumped missile damage of 1d6 number of strikes and flat amount of damage.

TNE's BPL's detonate not on contact but prior to, and launch a web of their x-ray lasers at the target, with a guarantee of at least 1 hit per, average of three.

Yes, Velteyn, BPL's are lethal when used in bays, at least under TNE's rules they were, which was the system I used before moving to T20. That was our take on them in space combat in our Ursula Camapign of late for the Q-ship, which mounted bay launched missiles instead of turrets, those being kept for Pulse lasers and sand casters.

At the cost ratio, Bhoins, and no radiation damage to speak of, I'll stick to my take until we see a ruling from the folks on high.

And in retrospect of a ship's defense, and overwhelming their PD lasers, armor and sandcasters, this was how the Q-ship racked up her kills on corsairs.
 
Originally posted by Liam Devlin:
At the cost ratio, Bhoins, and no radiation damage to speak of, I'll stick to my take until we see a ruling from the folks on high.

And in retrospect of a ship's defense, and overwhelming their PD lasers, armor and sandcasters, this was how the Q-ship racked up her kills on corsairs.
Well the radiation damage rules are really poorly defined. Is Radiation damage Structural (SI) damage? That would appear to be counterintuitive. Is it increased by the USP factor of the missile or isn't it? (Would seem to, but not stated.) Is the Crit modifier applied to the radiation damage or isn't it? Does a Nuclear Missile Crit bypass both the armor and the nuclear Damper? (Again it would seem to but not stated.)

But the base damage for a Factor-9 Nuke would be, on average, 49 points of SI damage (and 58.5 points of Radiation damage). All damamge reduced by nuclear dampers.

A Factor-9 BPL strike would be, again on average. 68.75 SI. Damage not reduced by nuclear dampers.

SI regular damage of the BPL being 1.4 times the base damage of the factor 9 nuke. 2 bay strikes on a Corsair from BPL would reduce it to close to 0 SI.

Where the difference would really come into play would be something similar to a Valor Class Missile Corvette. A Nuke Strike from a Valor is going to average 112 points of SI damage (perhaps plus radiation), and an average of 143 with BPLs. A 400 ton ship has SI=145.
Now that is against unarmored targets, like typical corsairs and ethically challenged merchants. Against armored targets the armor is 4 times as effective versus the turrets.

Funny how missile bays are less effective in T20. Meson Bays are so much more powerful in T20.

With straight HE rounds, it works out to 31.5 for the bay and 42 for the 4 trip (TLD+) turrets. Though armor will have a much bigger effect on the turrets.
 
Good points on the Radiation damage, Mssr. Bhoins!

Nuclear dampers work against nuclear missiles only. They don't stop detonation of BPL's or HE's. ND counterfire must make successful roll to intercept in my way of thinking, with TL differences of missile & ND's ship's computer making the final Plus or minus to diff mods.

There was btw a MT source that quoted californium tipped TL-E nuke missiles actually detonated when struck by successful ND counterfire. <wicked grin>
OOPs...kaboom-anyways! For the life of me I cannot recall where it was in the MT Handbooks/sourcebooks or Challenge magazines.
 
Also, I believe there should be a marked difference between say an 100mm turret rocket and a wet-Navy sized torpedo Bay missile for damage. One of those MTU fixes ye have to make.

Me thinks the reference was in COACC for the californium warheaded missiles, for planetary batteries but am not sure.

Radiation damage to a ship..well, externally that fries sensory antennaes and the like, radioes, etc, MFD antennaes..without fb [fiber optic] computers that ship is fried on the first blast. With them, they can 'reset'. Rad damage does wear off armor as well, in my book, so I'd think about applying that to SI as well.

Rad damage also affects crews in areas hit on ship, reducing efficiency of the vessel. Armor helps, but doesn't stop all of it. Repeated hits/ volleys will kill off the crew.
 
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