"If you give them stats, they can be killed"
- sarcastic players regarding Deities and Demigods books .:rofl:
I see talking about the immobility factor being a weakness. Agreed, if you know where the primary systems are found (the tube, the controls, power sources, the crew stations) the various items can be knocked out or if you treat it as a buried ship it can be attacked. But is that true?
Regardless of the economic costs however, how do you game that out, per game? There are no rules, per se, in each individually. But by extrapolation, what are the tasks, die rolls, stats efects, results? Random thoughts. here.
I look at it this way. If you know where the site is, then attacking it is like attacking a ship of appropriate size (a 100m gun is a sphere roughly 38KdTons, that's an M or N in High Guard, which is +1 attack DM), with 0 agility and no computer DMs. Hull configuration is Sphere (which in HG is Not Good against meson guns). Any successful hit is a mission kill on the site.
You don't need a sensor lock to make the attack, you have GPS coordinates. Whether there is anything actually there is another thing entirely.
You don't need sensor lock because the PLANET is that bright thing outside the window, and you simply need some reference (i.e. GPS or whatever) to pin point where you want to go.
In Striker, a meson blast is 10cm, which translates to 100m at scale. Well, a nominal meson gun is 100m already, so you're sending a 100m blast in to a 100m bubble. Now, the Striker guns are "ground" artillery, ship guns are bigger.
No matter.
Simply, however, the meson gun is in a chamber large enough to hold a sphere whose diameter is the length of the gun. Any hit within this area, if it doesn't disable the gun itself outright, is very likely going to disable the mount for the gun, so it can not be aimed. This is why any hit is a mission kill for the gun.
I see no reason why you can't have a meson screen on a deep meson site, so that would have to be penetrated as well.
[*]Fake sites :smirk:: Someone said densitometers. OK, why don't I just use empty excavated "tube-like" holes or caves armoured up underground as false sites. How "real" would a counterfeit site have be, its cost to build, to maintain? How could you tell the difference? How would you distinguish between those, the real ones and other types of manmade powered locations?:devil:
To be clear, deep sites are not tubes, they're spheres, and there's no reason to armor them (they're 10's of meters under ground).
According to FF&S, densitometers are passive. I don't know how good or detailed they are. I don't know if they can be shielded against or spoofed.
If they're at all accurate, and can not be spoofed or shielded against, then planets are in deep trouble.
Every Tom, Dick, Harry, Zho, Vargr, and Solomani will be sending covert "Fishing Trawlers" to do orbital surveys to look for things that look like deep meson sites. As mentioned, they're expensive, and they don't move. With other intelligence they may well be able to pin point them. Once they know where they are, they're kind of a sitting duck.
HOWEVER, since there are anecdotes of meson site crews surviving vicious invasions, perhaps they're more stealthy than not.
[*]Doesn't CT Striker (dont know about TNE or T5) have blast radius conversions for Meson guns of starship?:coffeesip:
Yea, I'm a little disappointed that FF&S doesn't really talk about the blast radius as part of the evaluation step for a meson design. Strikers "design sequence" is "Here you gon, 1 meson gun", and has a 100m diameter area.