• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.

Armour in book 2 ship combat

mike wightman

SOC-14 10K
Alternative Armour Rules for using High Guard armour in LBB2 combat.

I posted all of this in the middle of a different thread. This format may be of more use to anyone who wants to try it.

It make use of my heavy turret rules, but if you can ignore all the non-standard weapons and just use the canon ones.


This one uses a 2d6 roll, and weapon penetration vs. armour factor to determine damage:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">
2d6 roll result
less than 2 no damage
2-8 1 damage roll
9-12 2 damage rolls
13-16 3 damage rolls
17-20 4 damage rolls
21-24 5 damage rolls
25-28 5 damage rolls, 1 critical hit
29-32 5 damage rolls, 2 critical hits
33-36 5 damage rolls, 3 critical hits</pre>[/QUOTE]DMs
+ weapon penetration
- armour factor
- range penalty

The range penalty is the same as the penalty to hit due to range. Weapon penetration is based on the damage a weapon does in LBB2, or the number of EPs needed to power the weapon in High Guard, the TL bonus for the weapon from High Guard/MT, and the number of weapons in a turret.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">
weapon system TL penetration
_________________________________________
single laser turret 7 +1
13 +2
16 +3
_________________________________________
double laser turret 7 +2
13 +3
16 +4
_________________________________________
triple laser turret 7 +3
13 +4
16 +5
_________________________________________
heavy laser turret 10 +4
13 +5
16 +6
_________________________________________
laser barbette, light 15 +6
16 +7
_________________________________________
laser barbette 14 +8
16 +9
_________________________________________
single plasma turret 10 +1
11 +2
12 +3
16 +4
_________________________________________
double plasma turret 10 +2
11 +3
12 +4
16 +5
_________________________________________
plasma barbette 14 +5
16 +6
_________________________________________
single fusion turret 12 +4
14 +5
16 +6
_________________________________________
double fusion turret 12 +5
14 +6
16 +7
_________________________________________
fusion barbette 14 +7
16 +8
___________________________________________
PAW turret 18 +8
___________________________________________
PAW heavy turret 16 +7
18 +9
___________________________________________
PAW barbette, light 15 +6
16 +7
18 +10
___________________________________________
PAW barbette 14 +5
15 +6
16 +8
18 +12</pre>[/QUOTE]note, for every damage roll achieved on the penetration table a PAW also rolls 1 radiation damage; i.e. a PAW that scores 2 damage rolls also rolls twice on the radiation damage table.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> weapon system TL penetration
_________________________________________________
single disintegrator turret 18 +17
_________________________________________________
double disintegrator turret 18 +18
_________________________________________________
disintegrator barbette 17 +16
</pre>[/QUOTE]note, in addition to armour a nuclear damper provides a -DM to penetrate equal to its USP factor.
For each critical hit, either automatic due to penetration roll or rolled as a result on the damage table, reduce the targets armour factor by 1.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">
weapon system TL penetration
_____________________________________________
meson turret 18 +12
_____________________________________________
meson barbette, light 17 +11
_____________________________________________
meson barbette 16 +10
18 +13</pre>[/QUOTE]note, meson guns ignore armour but suffer a -DM on the penetration table equal to 2x meson screen USP. For for every damage roll achieved on the penetration table a meson gun also rolls 1 radiation damage; i.e. a meson gun that scores 2 damage rolls also rolls twice on the radiation damage table.

For missiles, subtract the target’s armour factor from the number of hits inflicted.
Alternatively, use the number of hits as the missiles penetration on the table.
 
Alternative Armour Rules for using High Guard armour in LBB2 combat.

I posted all of this in the middle of a different thread. This format may be of more use to anyone who wants to try it.

It make use of my heavy turret rules, but if you can ignore all the non-standard weapons and just use the canon ones.


This one uses a 2d6 roll, and weapon penetration vs. armour factor to determine damage:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">
2d6 roll result
less than 2 no damage
2-8 1 damage roll
9-12 2 damage rolls
13-16 3 damage rolls
17-20 4 damage rolls
21-24 5 damage rolls
25-28 5 damage rolls, 1 critical hit
29-32 5 damage rolls, 2 critical hits
33-36 5 damage rolls, 3 critical hits</pre>[/QUOTE]DMs
+ weapon penetration
- armour factor
- range penalty

The range penalty is the same as the penalty to hit due to range. Weapon penetration is based on the damage a weapon does in LBB2, or the number of EPs needed to power the weapon in High Guard, the TL bonus for the weapon from High Guard/MT, and the number of weapons in a turret.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">
weapon system TL penetration
_________________________________________
single laser turret 7 +1
13 +2
16 +3
_________________________________________
double laser turret 7 +2
13 +3
16 +4
_________________________________________
triple laser turret 7 +3
13 +4
16 +5
_________________________________________
heavy laser turret 10 +4
13 +5
16 +6
_________________________________________
laser barbette, light 15 +6
16 +7
_________________________________________
laser barbette 14 +8
16 +9
_________________________________________
single plasma turret 10 +1
11 +2
12 +3
16 +4
_________________________________________
double plasma turret 10 +2
11 +3
12 +4
16 +5
_________________________________________
plasma barbette 14 +5
16 +6
_________________________________________
single fusion turret 12 +4
14 +5
16 +6
_________________________________________
double fusion turret 12 +5
14 +6
16 +7
_________________________________________
fusion barbette 14 +7
16 +8
___________________________________________
PAW turret 18 +8
___________________________________________
PAW heavy turret 16 +7
18 +9
___________________________________________
PAW barbette, light 15 +6
16 +7
18 +10
___________________________________________
PAW barbette 14 +5
15 +6
16 +8
18 +12</pre>[/QUOTE]note, for every damage roll achieved on the penetration table a PAW also rolls 1 radiation damage; i.e. a PAW that scores 2 damage rolls also rolls twice on the radiation damage table.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> weapon system TL penetration
_________________________________________________
single disintegrator turret 18 +17
_________________________________________________
double disintegrator turret 18 +18
_________________________________________________
disintegrator barbette 17 +16
</pre>[/QUOTE]note, in addition to armour a nuclear damper provides a -DM to penetrate equal to its USP factor.
For each critical hit, either automatic due to penetration roll or rolled as a result on the damage table, reduce the targets armour factor by 1.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">
weapon system TL penetration
_____________________________________________
meson turret 18 +12
_____________________________________________
meson barbette, light 17 +11
_____________________________________________
meson barbette 16 +10
18 +13</pre>[/QUOTE]note, meson guns ignore armour but suffer a -DM on the penetration table equal to 2x meson screen USP. For for every damage roll achieved on the penetration table a meson gun also rolls 1 radiation damage; i.e. a meson gun that scores 2 damage rolls also rolls twice on the radiation damage table.

For missiles, subtract the target’s armour factor from the number of hits inflicted.
Alternatively, use the number of hits as the missiles penetration on the table.
 
I found it much easier just to roll 1d for more than AV; 6 counts as 5+1d6 more; roll one try per hit.
 
I found it much easier just to roll 1d for more than AV; 6 counts as 5+1d6 more; roll one try per hit.
 
When I used armor with Book 2 combat, I rolled for the hit location first, then rolled to penetrate the armor using a system much like Aramis'.

The reason I rolled for hit location first was to allow partially armored ships, which was a house rule of mine where you could armor just the parts of your ship that you wanted to protect and leave the rest unarmored. Usually the bridge, computer, turrets and engineering spaces were armored.

This made PC ship battles more interesting as the armor would often keep the ship going and the PCs alive but their staterooms (and thus their personal belongings) and their cargo bay!!!! were being shot full of holes.

Oh, and I also redid the hit location charts to more accurately reflect the tonnage distributions of the ships depending on their type: military (lots of engine room, weapons) and civilian (lots of cargo and hull/staterooms).
 
When I used armor with Book 2 combat, I rolled for the hit location first, then rolled to penetrate the armor using a system much like Aramis'.

The reason I rolled for hit location first was to allow partially armored ships, which was a house rule of mine where you could armor just the parts of your ship that you wanted to protect and leave the rest unarmored. Usually the bridge, computer, turrets and engineering spaces were armored.

This made PC ship battles more interesting as the armor would often keep the ship going and the PCs alive but their staterooms (and thus their personal belongings) and their cargo bay!!!! were being shot full of holes.

Oh, and I also redid the hit location charts to more accurately reflect the tonnage distributions of the ships depending on their type: military (lots of engine room, weapons) and civilian (lots of cargo and hull/staterooms).
 
Yeah, that's the biggest problem with just using the High Guard combat tables.

There's no cargo hits.
 
Yeah, that's the biggest problem with just using the High Guard combat tables.

There's no cargo hits.
 
This question may sound silly. But anyway. Using the sensor rules Sigg posted a while ago, can active and passive sensors be used both at the same time? Or in other words, does a ship get data from its passive sensors while having its active sensors on or do the active sensors interfere with the passive ones?
 
This question may sound silly. But anyway. Using the sensor rules Sigg posted a while ago, can active and passive sensors be used both at the same time? Or in other words, does a ship get data from its passive sensors while having its active sensors on or do the active sensors interfere with the passive ones?
 
Passive sensors are always in use, as far as I play it, since they use little power and give off no detectable emissions.

After all, active sensors are transmitters and something still has to pick up the echo from the target. Why have a separate receiver when your passive sensors will do the job just fine?
 
Passive sensors are always in use, as far as I play it, since they use little power and give off no detectable emissions.

After all, active sensors are transmitters and something still has to pick up the echo from the target. Why have a separate receiver when your passive sensors will do the job just fine?
 
I asked because that way two ships using active sensors detect each other at a range that equals 1/4th of their own sensor range (passive) plus the full (active) sensor range of the other ship. Sensor emissions of other ships would be picked up by passive sensors long before the active sensors produce a readable echo of the other ship. This would be the standard for normal traffic. (There's nothing wrong with it of course, I just wasn't sure..)

Another question is, whether firing at (and hitting) another ship requires the use of active sensors or does a passive "sensor lock" suffice?
 
I asked because that way two ships using active sensors detect each other at a range that equals 1/4th of their own sensor range (passive) plus the full (active) sensor range of the other ship. Sensor emissions of other ships would be picked up by passive sensors long before the active sensors produce a readable echo of the other ship. This would be the standard for normal traffic. (There's nothing wrong with it of course, I just wasn't sure..)

Another question is, whether firing at (and hitting) another ship requires the use of active sensors or does a passive "sensor lock" suffice?
 
You've got the right idea, a ship going active will give its own position away to enemy passive sensors at a much greater range than if they remained passive only.
If both ships go active then spotting each other at longer range is a great possibility.

As to targetting, I play that a passive sensor lock is allowed for firing. You have to be much closer than if you have used active sensors.
 
You've got the right idea, a ship going active will give its own position away to enemy passive sensors at a much greater range than if they remained passive only.
If both ships go active then spotting each other at longer range is a great possibility.

As to targetting, I play that a passive sensor lock is allowed for firing. You have to be much closer than if you have used active sensors.
 
Back
Top