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Personal Combat example using ACS

robject

SOC-14 10K
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Marquis
Let's go nuts. I'll adapt as I go and see how far I can get.

This time, the two combatants are:

Corvette-17 EB-FS63 M6 J3 Model/7 AV 68 Kinetic
- Big Antenna EMS (Mod+5)
- (3) B2 Particle Accelerators (Mod+3)
- (1) Bay Missile Launcher (Mod+5)
- Crew Rating 15
- Fleet Tactics Mod 6

Patrol Frigate-18 GP-ES72 M7 J2 Model/8 AV 72 Kinetic
- Antenna EMS (Mod+1)
- (2) B2 Particle Accelerators (Mod+3)
- (3) B2 Missile Launchers (Mod+3)
- Bolt-in Black Globe Generator
- Crew Rating 14
- Fleet Tactics Mod 7


SETUP. Fleet Tactics Mod is determined exactly the same way was the Tactical Mod, except using Fleet Tactics skill instead.


ROUND 1. Space Range 7 - sufficient ship ID happens here.

Both sides elect to Close to Range 6.

ROUND 2. Space Range 6.

Both sides elect to Operate Heavy Equipment; namely, their ships' weapons and defenses.

I'm going to assume they both have target locks acquired (since I don't want to look it up in the rules).

Corvette launches a Missile attack (which resolves in the next turn). It also elects to bathe the Frigate in Particle Accelerator fire in one volley.

Attack: 6D < 17 (Computer TL) + 9 (Mod from 3 Barbettes) + 6 (Fleet Tactics Mod). The result is a 15, a success. The Frigate elects to have its Black Globe absorb the damage (10 x 3D = 130 points). This is recorded as Heat.

The Frigate launches a Missile attack (also resolves next turn).


ROUND 3.

The Corvette's Missile volley attacks the Frigate, which fields both of its Particle Accelerators and Black Globe Generator in defense.

The attacking player secretly writes the missile detonation range as Space Range 3. The defender secretly writes his defending attack range as Space Range 4. They reveal their choices. The defender chose the longer range, so can attack the missiles with his Particle Accelerators. He uses one of the ship's computer processes as the fire director.

The small size and dispersed nature of missiles adds +1D to the task difficulty.

Defense: 5D < 18 (Computer TL) + 3 (Barbette Mod)
The roll is 14, a success, and the missiles are detonated. The resulting Massive Explosion at Range 4 does 10D damage to the Frigate (5D x 2 = 52 points), which is absorbed by the Black Globe (whose total is now 182 points).

Now the Frigate's missile volley attacks the Corvette, which fields its Particle Accelerators in defense.

The attacking player writes down "4" as the detonation range. The defending player has each of its Particle Accelerators attack at different ranges: 5, 4, and 3. They reveal their choices. The defender attacks once at Space Range 5, and once at Space Range 4. If those fail, then the attacker attacks at Space Range 4.

As usual, attacks against missile volleys are at difficulty +1.

Defense 1: 6D < 17 + 3. The roll is a 24 (fail).
Defense 2: 5D < 17 + 3. The roll is a 13 (success). The missiles have been detonated at Space Range 4, also resulting in a Massive Explosion doing 5D x 2 = 42 points of damage to the Corvette. The Corvette's armor absorbs that handily.



ANALYSIS.

It seems to me that, missiles are deadly, but easily stopped with an attack task. I understand that I'm not using the correct "anti-missile" rules from the T5 draft -- I wanted to see how far I could get by just using the sorts of tasks which describe Personal Combat.

I figured I could use Manuever, Jump, and Computer model as "characteristics" to take damage.

At this rate, however, it will take several rounds before the Corvette finally wears down the Frigate's Black Globe generator and starts actually inflicting damage. Meanwhile both of these ships' Particle Barbettes are more than capable of stopping their missile volleys -- which (last time I checked) had a more ruthless rule in the Space Combat chapter that made it easier for missiles to attack successfully.
 
The idea is to overwhelm the target's defenses with missiles. At TL 14 this is much easier. Black Globe Generators are kind of game breaking tech, in my opinion. I'm glad you used them in a combat example, but I expected BGGs to be nearly impenetrable. Turns out they are! :)

I tend to run space combat a little less abstracted. I like players to choose their console or station and then take actions from each station every round.
 
The idea is to overwhelm the target's defenses with missiles. At TL 14 this is much easier. Black Globe Generators are kind of game breaking tech, in my opinion. I'm glad you used them in a combat example, but I expected BGGs to be nearly impenetrable. Turns out they are! :)

Impenetrable, yes, but there's a catch; the energy is shunted into the hull as heat energy. Thus the 600 ton hull becomes hot after its globe absorbs 600 points of damage. Hot, as in "Hot-1", per the T5 rules, and that's with air conditioners running full. Human crew begin sweating.

600 points later, we're at Hot-2, and unprotected crew begin taking damage every round (heat prostration). And so on.

Very large weapons can cook small hulls in short order. Once the power plant melts, the ship's done.
 
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