Richard Saunders
SOC-12
Hello.
At what range do bomb pumped laser missiles fire.
The range will effect the point defence fire.
Bye.
At what range do bomb pumped laser missiles fire.
The range will effect the point defence fire.
Bye.
I have long had a HG house rule that turret missiles (only) could be used to shoot down other missiles. The turret missiles use the "Sand or beam" missile penetration table and I give the anti-missiles a bonus DM of -4 since I want them to be more effective than sand or beams at stopping incoming missiles. So a factor-9 bay missile battery salvo would penetrate a factor-7 turret missile battery with a roll of 7+.Originally posted by Sigg Oddra:
Now we hane a good use for missiles, shooting down the enemies BPLM before it gets to effective range.
Mayday's prox warheads are not necessarily BPLMs, but miight be KKSM "Shatterpacks". Considering the cost, I figure probably a few dozen KKSM's, with 50G0.01 ratings... literally just a sharp Spike with a hollow for some high ISP solid fuel; 21 and 37 being good numbers (27x 2.5x40cm DU 40-50 G burn...and most of the sig from behind them....Originally posted by Sigg Oddra:
I've just been re-reading Mayday and I've noticed that proximity detonating missiles can be fired at as if they are ships but they can not be shot at by point defence laser fire, only contact detonation missiles in the same hex as the defending ship can be so targeted.
So in Mayday a BPLM, being a proximity detonating warhead, would not be subject to anti-missile point defence laser fire, only being fired at during the target's laser fire phase.
Oh and thanks for the house rule Oz, I'll be giving it a go .
Since Mayday pre-dates BPLMs by several years the KKSM model is a good one for proximity detonation missiles.Mayday's prox warheads are not necessarily BPLMs, but miight be KKSM "Shatterpacks".
Since Mayday pre-dates BPLMs by several years the KKSM model is a good one for proximity detonation missiles.Originally posted by Sigg Oddra:
</font><blockquote>quote:</font><hr /> Mayday's prox warheads are not necessarily BPLMs, but miight be KKSM "Shatterpacks".
PP:E has ranges set from MayDay (originally) with a little scaling so it fits on a decent size table. The 10MU maximum range for BPLMs is based off the short range value for lasers in PP. The point defense range is the point at which missile become vulnerable to normal point defense fire. Depending on the opposition, it's probably better detonating at somewhere between the point defense and maximum limit.Originally posted by Sigg Oddra:
In the game Power Projection-escort BPLM can be detonated outside of point defence range, at between 750,000km and 450,000km from the target, or inside 450,000km, point defence range, for a bonus.
PP uses a cumulative damage model (each ship has structure boxes based on tonnage*, slightly biased to smaller ships) which has threshold check points for criticals (exactly as Full Thrust if you've seen that). Spinals bypass the check points and can force criticals instantly.Originally posted by Aramis:
Sorry, but HG's a "Criticals Only" system; I've never approved of them; they do not model reality at extreme ends of their scales, and most PC starcraft are, in fact, elow the reliable end.
<snip>
Also, it effectively ignores the cumulative effects of sniping fire from smaller targets. A thousand single missiles is not the same in HG as 33 batteries of 30. Even tho, in the long run, it should be the same net effect, assuming all are launched within the same overal time frame.
At those scales, no ship combat I've had need to play has been more than 20 structure boxes, assuming rounding up! Only 2 ships have had more than one structure point!Originally posted by Dom:
PP uses a cumulative damage model (each ship has structure boxes based on tonnage*, slightly biased to smaller ships) which has threshold check points for criticals (exactly as Full Thrust if you've seen that). Spinals bypass the check points and can force criticals instantly.
The result is that some sending hundreds of missile salvos at a Tigress from lots of smaller ships can actually harm it by overwhelming the point defense and chipping away at the damage.
*FWIW
<10,000dT 1 box per 500dT
<100,000dT 1 box per 1000dT
<1000,000 dT 1 box per 2000 dT
At those scales, no ship combat I've had need to play has been more than 20 structure boxes, assuming rounding up! Only 2 ships have had more than one structure point!Originally posted by Aramis:
</font><blockquote>quote:</font><hr />Originally posted by Dom:
*FWIW
<10,000dT 1 box per 500dT
<100,000dT 1 box per 1000dT
<1000,000 dT 1 box per 2000 dT
Still, worthless to me (PPE). In fact, I was run off the discussion list for what beceme PPE for being interested in "Tiny ships" only.Originally posted by Dom:
However, the conversion rates are the same.
Most of the ships in Escort are (fumbles at book) somewhere between 700 and 5000 dT. This puts them in the range of 2 to 10 boxes.
When we originally discussed a 'lite' version of Power Projection, I wasn't convinced, then we played a few games at this level and it worked. And felt very different to the PP:F level games. The ships are more vulnerable, and in some ways maneouvre becomes far more important. A typical engagement with 4x 1000dT ships on the Imperial side, and 2x 1000dT + 1x 4000dT on the Zho side tends to play out in around 90 minutes (and reasonably balanced too!). In some ways I prefer Escort these days (mainly as I don't have time for a campaign etc).
The quick and dirty roleplaying solution we suggested for 'Escort' was to increase the number of structure boxes for each ship by a factor of 5 or 10, but keep the damage the same. Thats the only way the game would be survivable for PCs!
However, I did start out with the premise that PP was a way to fight out big Fleet engagements quickly, without the need for a computer. Escort working out was just a bonus...
Agreed. I wouldn't use PP:E for an RPG. I'd favour a more roleplaying version (eg the old RPSCS?v0.9 or whatever it was called that was on the web when T4 came into print.Originally posted by Aramis:
A 10T-1sp or even 20T-1sp conversion would have been useful to me (In fact, I did my own). I seldom use anything over 2000Td. I'm a small ship heretic. Many times, the PC's are using 100-500 Td ships. 1 Hit PC ships are NOT suitable for my purposes, which are to use a simple system for ship combat in my roleplaying games. cross purposes.