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another starship combat question

Something came up in my game tonight that i was curious about. Under the advanced rules combat, the pilot can use evasion, which says you can add your pilot score to ac. Well, the star pilot of our group has a piloting score of 19, which means that he can make a ship almost unhittable. While a good pilot should be able to do this, i assumed that was what ship agility was for. Also, it does not state size of ships, so that means it would be possible to take a million ton deadnought through evasive maneuvers with the same effect. Am I getting all of this right? Or did I miss something somewhere? are there caps on this ability and possibly limits on the ship size to be able to use this?
 
Something came up in my game tonight that i was curious about. Under the advanced rules combat, the pilot can use evasion, which says you can add your pilot score to ac. Well, the star pilot of our group has a piloting score of 19, which means that he can make a ship almost unhittable. While a good pilot should be able to do this, i assumed that was what ship agility was for. Also, it does not state size of ships, so that means it would be possible to take a million ton deadnought through evasive maneuvers with the same effect. Am I getting all of this right? Or did I miss something somewhere? are there caps on this ability and possibly limits on the ship size to be able to use this?

Actually evasive maneuvers is based on the table on page 160. The maximum bonus to AC is 8. To get this requires a roll of 39+ on the evasive maneuvers roll, which is where the pilot skill roll comes in. (BTW I have played with and GMed pilots that their take 10 (PMOS) puts them at 33.) The maximum AC of a TL 15 craft is 32, the +8 takes it to 40. (That is a <100 ton fighter with an AR of 15 and an agility of 6.) Now to hit don't forget to add the USP of the weapon, the Gunner's skill, the Tactical Officer's Starship tactics bonus, The Commander's Leadership bonus and the sensor targeting assist bonus. Now if the gunner is the Regular Naval gunner from the back of the THB with a TL13 Triple Laser turret and the commander of the ship has a Leadership skill of 12 and the Tactical Officer only grants a bonus of 1. That means that the roll is +20. And we haven't even applied the sensors or the computer yet. Use a weapon that can actually damage the AR15 fighter and you are likely to be able to have the gunner take 10 and hit it (PMOS gunnery). Make it a Spinal Meson weapon and not only are you going to hit on a 2, but take 10 with PMOS weaponry will generate an automatic Critical hit at the same time. :)
 
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