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CT Weapon Ranges?

Mako

SOC-12
I'm thinking about giving CT a try for a space battle, or three, and was looking in the CT Book 2 - Starships booklet for Sensor Detection and Weapons Ranges.

I noticed there isn't any real info on the above, other than Short and Long Range being mentioned.

I have perused, and taken notes from the excellent thread on Sensors, so will be using the data/ranges from that.

However, I still don't see any data for weapons ranges for the smaller, adventure-class ships, and small warships they might encounter, e.g. free traders, far traders, close escort vessels, and system defense boats, fighters, etc.

So, can anyone give me an idea for suggested ranges for the following weapons:

Beam Lasers
Pulse Lasers
Particle Accelerators
Small Missiles - Turret Launchers
Larger Missiles - Missile Bay Launchers
Meson Guns, etc.

I suspect missiles may only be limited by sensor detection ranges, their G Accel ratings, and fuel.

Thoughts?
 
Well, the guys probably have more data on that from what I am reading between the lines re: recent discussion on HG weapons. I'd look to them for 'what has been officially said' or extrapolated re: those.

I have my own IMTU take on all that but that's not official by any means, so I'll just restrict my comments to the LBB2 rules.

LBB2 doesn't say there is a specific finite range, there is the -5 distance mod at 5000mm so that certainly limits your to-hit, the practical distance then would default to the detection limit at 3LS.

Assuming you go with the Missile Supplement for guidance on missiles, there is an effective range in terms of fuel for the missiles vs. target maneuver.

The effective engagement range would be a highly variable value then based on the initial vee the missile picks up from the launching ship, the direction and distance and maneuver drive of the target, whether you are using command controlled burns on the missile or continuous homing, etc., and how smart of a lead you built into the initial course of the missile.
 
So, can anyone give me an idea for suggested ranges for the following weapons:

Beam Lasers
Pulse Lasers
...
Small Missiles - Turret Launchers

I just say full weapons factor at 1ls, -1 at 2ls, -2 at 3ls, etc. add gunnery skill straight in.

example: a tech 13 three-laser turret is at factor 4. if the target is 2ls away, the laser operates at factor 2. if the gunner is skill level 2, then the laser operates at factor 4.

missiles simply fly out, however long it takes to get there, and engage the target. if they are not destroyed by laser fire and miss the target, they turn around and try again, for as long as they have maneuver fuel. gunnery skill applies.

no target may be engaged beyond sensor range, which imtu is the computer level.
 
However, I still don't see any data for weapons ranges...


Weapon ranges in LBB:2 aren't something as simplistic as pulse laser = X, beam laser = Y, and so on. Instead, weapon ranges vary depending on a combination of factors like range, gunnery skill, computer programs, and intervening sand.

First, look at page 32 under Detection. Ordinary/commercial starship can initially detect a ship out to 1500mm or 0.5 ls while military and scout craft can do the same out to 6000mm or 2 ls. Ships maintaining silence - which LBB:2 never explains - can halve those distances while ships maintaining silence and orbiting a planet can cut it down to an eighth. Once detected any ship can track any other up to 9000mm or 3 ls.

At first glance, that 9000mm/3 ls distance is looks like the upper weapon range and, in a few cases, it could be. As I'll explain however, in most cases it is not.

Next, look at page 30 and it's list of Attacker and Defender DMs. To hit with any weapon you need to roll a 8+ on 2D6, but that roll is going to be modified in several ways. Prediction programs and gunnery skills will make the roll easier while distance, sand, pilot skills/evasion programs will make it harder and all those DMs will "blend" to impose a weapon range specific to the individual moment.

This "Depends on the moment and characters involved" method helps emphasize roleplaying over roll-playing.

Instead of simply announcing "I'm firing the laser because they're in range.", a player is able to instead say "I'm firing the laser because my character's gunnery skill puts them in range."

It's a subtle difference, but one which is more satisfying for roleplaying.
 
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