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Sane Starship combat rules for T20.

But, as the standard rules go for small ships, your average Fat Trader, with mod 1 computer and max mod 1 sensors, is only going to have a sensor range of 1 strategic hex, 15,000 klicks, then it isn't even going to be able to aim out to the end of the first range increment for lasers, pulse lasers, and missles. Some 400 dTon Corsair comes flying along, and the Fat Trader is going to get it's rear-end blown off before it even knows the Corsair is there.

Or am I reading it wrong? (I'm having trouble making sense of the rules.)
Look on page 154, there is a table that explains that the listed sensor ranges are the range increments for the sensor.
So our lowly model 1 sensor can be used:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> range skill check
km hexes penalty
0-15k 0 0
15-45k 1-3 -2
46-75k 4-5 -4
75-120k 6-8 -6
etc.</pre>[/QUOTE]
 
That's my interpretation of the info in the table on page 154 which has the title "Starship or Spaceship Communication, Sensors, and Weapon Ranges".
The range of a model 1 sensor, given as up to 15000km, or 0 hexes (i.e target must be within the ship's own strategic hex), is the range increment, used just like for weapons.
So our model 1 sensor works at no penalty for detecting objects within its own hex, -2 for objects at a range of 1 strategic hex, -4 for targets within 2 hexes, etc.
Which I summarised in a table 'cos it was quicker than writing all that.
And, according to page 176, 1 strategic hex is 15000km, so I should have put 14,999km instead of 14km, etc. ;)
 
You can make a similar table for each sensor model if you wish, e.g. for model 2 sensors:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> range skill check
km hexes penalty
0-45 0-3 0
45-75 4-5 -2
75-120 6-8 -4
120-240 9-16 -6
etc.</pre>[/QUOTE]
 
Originally posted by Sigg Oddra:
Look on page 154, there is a table that explains that the listed sensor ranges are the range increments for the sensor.
So our lowly model 1 sensor can be used:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> range skill check
km hexes penalty
0-14 0 0
15-29 1 -2
30-44 2 -4
45-60 3 -6
etc.</pre>
[/quote]That table isn't in my THB and doesn't jive with Starship combat ranges anyway. 1 Strategic hex is 15,000KM and one Tactical Hex is 750KM.

However rereading the rules on page 154, thanks for pointing me to that page, states that each range band beyond the rated max of the sensors or communicators is a -2 penalty. That helps once you detect your target. Detection range is limited to the rating of your sensors (Page 147). So once you are fired upon or swept by active sensors you can look for the the guy shooting at you with those penalities. Our Merchant Sensors will detect a target that doesn't say "look for me" out to 15,000KM. To take advantage of rolling with those penalities, at least in my reading of the rules you have to have a reason to look.

Our Merchant Level 1 sensors can see 15,000KM with no penalty. (The next strategic hex.) 45,000KM at -2, 75,000KM at -4, 120,000KM at -6, 240,000KM at -8, 300,000KM at -10, 360,000KM at -12, etc. Now since combat isn't supposed to happen at more than 20 hexes or 300,000KM the table goes a bit far.

However since the range band for a Spinal Particle Accellerator is 105,000KM and Level 8 Sensors have a range of 4.8 million KM+ With the Heavy Metal Feat the penality for a Spinal PA at 20 hexes is only -2. A Spinal Meson with Heavy Metal, is -4. Since generally these weapons have enough bonuses to hit anything on a 2+ in the first place, the 20 hex limit seems a bit arbitrary. For example a Factor J Spinal Meson, over open sights, against the Supp-9 Strike Cruiser (The toughest canon capital ship target I could find on short notice.) AC26, requires only a 2+ to hit, with an "Average Gunner" out to 300,000KM and 375,000KM is only 3+ to hit. A Supp-9 Kokirriak, (The toughest canon capital ship to hit with a PA) is AC 27 and with a Factor H Spinal, over open sights, hits the Kokirrak at 315,000KM at 2+ and at 420,000KM at 3+. Oh and if you use the to hit bonus instead of the damage bonus for firing on the Strategic scale, then at 525,000KM for the Meson-J is 2+ to hit and the PA-H at 630,000KM is 2+.

One of the reasons I am using the rolling Mayday map concept, instead of the 20 hex limit. Though I have considered using another hex size at 300,000KM per hex. That would be 6 hours 40 minutes per turn though.
 
Originally posted by Sigg Oddra:
You can make a similar table for each sensor model if you wish, e.g. for model 2 sensors:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> range skill check
km hexes penalty
0-45 0-3 0
46-90 4-6 -2
91-135 7-9 -4
136-180 10-12 -6
etc.</pre>
[/quote]Actually the rules on that page state that each band after the Detection range on the table there is -2. Not multiples of your original range band. So Mod 2 is 45,000KM no penality, 75,000KM -2, 120,000KM -4, etc.
 
Oops, so it does.
That makes things better for the model 1 sensor then...

I've edited the tables in my previous posts accordingly
 
Originally posted by Sigg Oddra:
That's my interpretation of the info in the table on page 154 which has the title "Starship or Spaceship Communication, Sensors, and Weapon Ranges".
The range of a model 1 sensor, given as up to 15000km, or 0 hexes (i.e target must be within the ship's own strategic hex), is the range increment, used just like for weapons.
So our model 1 sensor works at no penalty for detecting objects within its own hex, -2 for objects at a range of 1 strategic hex, -4 for targets within 2 hexes, etc.
Which I summarised in a table 'cos it was quicker than writing all that.
And, according to page 176, 1 strategic hex is 15000km, so I should have put 14,999km instead of 14km, etc. ;)
Hey Sigg,
Sorry I thought, when I your comment that you found the table on that page.
My response was initially based on that. And saying 15 KM not 15,000KM.
That was where I was confused. (Then for some reason the Forum posted part of my response instead of all of it before posting the whole thing.) ANd I went and deleted the errant post before noticing you responded to the first part of the post.
SO the order on here looks all messed up now.
 
Originally posted by Sigg Oddra:
Oops, so it does.
That makes things better for the model 1 sensor then...

I've edited the tables in my previous posts accordingly
And worse for the better sensors. But based on the 20 hex limit, of the official THB combat rules, doesn't really matter.
 
One other stupid point. If you are in the middle of one Strategic hexyou should be able to see into the middle of the next Strategic hex with a 15,000KM range, not just within your own hex. So I would give a Mod 1 Sensor the ability to see the next hex. (Perhaps at a -1 penalty?)

Still a Scout ship that can't detect objects at more than 15,000KM really bothers me. With only Model 1 sensors it would take a Scout Ship years to do a System survey. If you can only detect objects out to 15,000KM how do you even figure the orbits of major heavenly bodies within a year? (Forget about charting an Asteroid belt.)
 
Time would be my answer to that one.
In combat your scans take 20 minutes, so what sort of bonus do you get for scanning the same part of the sky for a couple of hours?

There should be a bonus for how long the passive sensor gathers data for.

Target size is the other bonus I can think of, and we are still discovering new moons around the gas giants in our solar system thanks to the cameras and small telescopes on robot probes... or at least we were up until a couple of years ago.

And I agree with you about the "sensing into the next hex" problem on the strategic scale - things work a bit better with the tactical scale.
 
Originally posted by Sigg Oddra:
Time would be my answer to that one.
In combat your scans take 20 minutes, so what sort of bonus do you get for scanning the same part of the sky for a couple of hours?

There should be a bonus for how long the passive sensor gathers data for.

Target size is the other bonus I can think of, and we are still discovering new moons around the gas giants in our solar system thanks to the cameras and small telescopes on robot probes... or at least we were up until a couple of years ago.

And I agree with you about the "sensing into the next hex" problem on the strategic scale - things work a bit better with the tactical scale.
But on a 20 hex tactical scale all the hexes are in range of every sensor.
And most weapons are in short range. Not a place you really want to be in Starship combat unless you vastly outclass your opponent. (Kokirrak vs. Kinunir for example.
)
 
Originally posted by Bhoins:
Here is my temporary solution. Playtesting it currently and will be having players playing with at least part of it within the month.

Rule change 1. No ship weapons have a crit multiplier greater than x3.


Good idea, those d20 weapons(Fusion, Meson) are nasty enough as it is.

Rule Change 2. Spinal mounts don't get a bonus to crit threat number.

Something else I have done in my house rules.

Rule Change 3. Lose the Gunnery skill and replace it with BAB. ("Standard Naval Gunners" would lose the Feat "Skill Focus (Gunnery)" and add the Feat "Martial Training." (Doesn't quite make them equal to Marine gunners but not far behind.)

Something I was pondering. Even using the skill ranks gives gunners heinous ability. BaB would be good. I was wondering what to do with Gunnery. I was thinking make it a kind of Technical skill since it would be limited to that anyway if not used to shoot at things. Maybe have the gunner use it to overpower a weapon like the engineer? (Max of double current USP or 9, whichever lower)
Also some kind of synergy bonus for to hit rolls. I was thinking +1 for every 4 or 5 ranks.

Rule Change 4. Throw out the flat 16 dice damage for all spinals and replace it with the factor number of dice the way the rest of the Starship weapons work. (Gives you a reason to actually pay for the bigger guns.)

I have also changed the to hit modifiers for spinals in my game. They should not be so accurate! The bonus is ((USP-10)/3)+10 round up.
Heres the chart:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Type USP To Hit
A-C 10-12 +10
D-F 13-15 +11
G-J 16-18 +12
K-M 19-21 +13
N-Q 22-24 +14
R-T 25-27 +15</pre>
Also, I apply negative modifiers for spinals if the ship cannot maneuver well enough. -2 to hit for each point of agility under 6. I figure agility is a measure of how fast a ship can whip around, so a ship with a lower agility is going to have a tougher time whipping its nose in your direction to fire off that spinal.


Rule Change 5. Eliminate the "if you fly off the map, even if the guy shooting at you is one hex behind you, then you got away rule" and replace it with rolling mapsheets like Mayday. If you are more than 2 times the max range of your enemy's active sensors then you can decide to break off.


Bah! Never liked that. If the ship is persuing and you get to the edge of the map, add more map! The only time your get away is if your speed greatly exceeds the persuer or if you can jump out.


That is where I stand right now. Any suggestions?
Any ideas as to what this will do to Starship combat?
[/quote]Some other things I have done.
I personaly like the HG system, so I have added the rule where if the weapon USP exceeds the Hull USP roll an extra critical. In the T20 system, you would roll on the "Special" subtable for internal damage rolls. Reduce the number of these hits by 1 for every 2 points of AR. Meson guns use Meson AR (explained below)

Spinal guns do more than just one roll on the internal damage tables for each USP over 9. (Type A does 2 internals, B does 3, etc...) This is reduced one for one by AR.

To make capital ships a bit more survivable, I have decided to make Meson screens more effective by taking the screens USP and doubling it. USP 1 screen acts as Meson AR 2, USP 2 is 4 MeAR, all the way to MeAR 18 for the type 9.

Critical hits do not ignore AR in my game, instead the dice are multiplied and AR reduces it accordingly. If for some reason the AR still reduces dice to zero, the critical still scores one full dice of SI damage. Also, x1 weapons assume full dice. The rolls for internals and specials are also multiplied. At least one special internal roll is scored on a crit.

I've been playing with this system and it seems to work, for now. I tested this at the highest end of the spectrum (which is where most systems fail) using a Tigress v. Tigress as example. Type T meson Spinals, USP9 Meson Screens and Agility 6. And a relatively decent crew. With all the bonuses a Capital ship can give you (Cap'n's Leadership, Sensor Lock, etc...) Theres a danged good chance it will still hit the other Tigress (Meson AC 10 -4(Config) -4(Size) +6(Agility) +18(Meson AR) = 26), considering +15 for the Weapon, no penalty for agility, +5 from the cap'n, and +9 from the sesor lock. +29, and thats before we figure out the gunnery crew's skill. Don't roll a one. (Mind you thats a far cry from the obscene +45 or so)

Okay, so if the meson can train on you, it will hit you. And if it does? 15 on 20 will crit, with a confirmation roll being pretty automatic(again don't roll one). What happens on a normal hit?

Before any SI are rolled, I check for "Specials" as this can pretty much end the need to roll SI. The Type T vs. Hull Size V(500Kdt) will do no Auto Specials.
The Type T will do 18 additional internal rolls, but these will be soaked by the screen (Me AR18)
This leaves 1 internal to roll, and 9d20 SI. It's going to sting, but not vape the ship.
Between the Meson Screen and the Nuke Damper, assume any radiation damage to be soaked.

Critical?
Roll on the special table regardless.
Internal rolls are ramped up to 54! Subtract from AR 18 leaves 36! (Owtch)
SI damage is 81d20 - 18, 63d20 (Yikes!)
Result of Crit:
1 Special internal hit roll (with a chance of vape)
36 Internal rolls (and yes, you can roll another special via that)
SI damage range 63-1260 with an average of 630.
Radiation damage on a crit will have an effect! so that's insult to injury. With 850SI the ship will most likely become derlict, but not instantly vaped.
 
Originally posted by cmdrx:

Rule Change 4. Throw out the flat 16 dice damage for all spinals and replace it with the factor number of dice the way the rest of the Starship weapons work. (Gives you a reason to actually pay for the bigger guns.)

I have also changed the to hit modifiers for spinals in my game. They should not be so accurate! The bonus is ((USP-10)/3)+10 round up.
Heres the chart:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Type USP To Hit
A-C 10-12 +10
D-F 13-15 +11
G-J 16-18 +12
K-M 19-21 +13
N-Q 22-24 +14
R-T 25-27 +15</pre>
Also, I apply negative modifiers for spinals if the ship cannot maneuver well enough. -2 to hit for each point of agility under 6. I figure agility is a measure of how fast a ship can whip around, so a ship with a lower agility is going to have a tougher time whipping its nose in your direction to fire off that spinal.[/quote]Except that Spinals have always been the most accurate weapon in the game.


Some other things I have done.
I personaly like the HG system, so I have added the rule where if the weapon USP exceeds the Hull USP roll an extra critical. In the T20 system, you would roll on the "Special" subtable for internal damage rolls. Reduce the number of these hits by 1 for every 2 points of AR. Meson guns use Meson AR (explained below)

Spinal guns do more than just one roll on the internal damage tables for each USP over 9. (Type A does 2 internals, B does 3, etc...) This is reduced one for one by AR.

To make capital ships a bit more survivable, I have decided to make Meson screens more effective by taking the screens USP and doubling it. USP 1 screen acts as Meson AR 2, USP 2 is 4 MeAR, all the way to MeAR 18 for the type 9.

Critical hits do not ignore AR in my game, instead the dice are multiplied and AR reduces it accordingly. If for some reason the AR still reduces dice to zero, the critical still scores one full dice of SI damage. Also, x1 weapons assume full dice. The rolls for internals and specials are also multiplied. At least one special internal roll is scored on a crit.

I've been playing with this system and it seems to work, for now. I tested this at the highest end of the spectrum (which is where most systems fail) using a Tigress v. Tigress as example. Type T meson Spinals, USP9 Meson Screens and Agility 6. And a relatively decent crew. With all the bonuses a Capital ship can give you (Cap'n's Leadership, Sensor Lock, etc...) Theres a danged good chance it will still hit the other Tigress (Meson AC 10 -4(Config) -4(Size) +6(Agility) +18(Meson AR) = 26), considering +15 for the Weapon, no penalty for agility, +5 from the cap'n, and +9 from the sesor lock. +29, and thats before we figure out the gunnery crew's skill. Don't roll a one. (Mind you thats a far cry from the obscene +45 or so)

Okay, so if the meson can train on you, it will hit you. And if it does? 15 on 20 will crit, with a confirmation roll being pretty automatic(again don't roll one). What happens on a normal hit?

Before any SI are rolled, I check for "Specials" as this can pretty much end the need to roll SI. The Type T vs. Hull Size V(500Kdt) will do no Auto Specials.
The Type T will do 18 additional internal rolls, but these will be soaked by the screen (Me AR18)
This leaves 1 internal to roll, and 9d20 SI. It's going to sting, but not vape the ship.
Between the Meson Screen and the Nuke Damper, assume any radiation damage to be soaked.

Critical?
Roll on the special table regardless.
Internal rolls are ramped up to 54! Subtract from AR 18 leaves 36! (Owtch)
SI damage is 81d20 - 18, 63d20 (Yikes!)
Result of Crit:
1 Special internal hit roll (with a chance of vape)
36 Internal rolls (and yes, you can roll another special via that)
SI damage range 63-1260 with an average of 630.
Radiation damage on a crit will have an effect! so that's insult to injury. With 850SI the ship will most likely become derlict, but not instantly vaped.
With that many internal hits it will be vaped. I am trying to avoid that. Using that many D20s is enough. Though an extra internal roll or two might be a good idea for a spinal. Using the double rating of a Meson screen would make it more difficult to damage a ship with a spinal than with laser heads. That just doesn't feel right. (And it puts Meson Bays in the why bother category again.)

One point on Meson AR. Meson screens never helped lower your damage they made you harder to hit. I think I will leave those alone.
 
How about if we left the spinals at 16 dice flat rate but gave tham an additional internal damage roll for being a spinal and one more roll per 5 factors above 10. (4 total at 15, 5 at 20, etc.) Double the number of internals on a crit. That would give you a reason to build the bigger Spinals without simply splatting everything outright.
 
OK, Stupid question time. What is Radiation damage? Is it applied to SI or isn't it? If it is, why don't the rules say so? If it isn't then why keep score as to how many points of damage it does?
 
Originally posted by RainOfSteel:
Bhoins,

If found a reference to Radiation damage in starship combat on p.158, but not much else.

Did you find any more?
On Page 166 there is a table for what internal damage to roll on for radiation damage.

On Page 270 there is a table which shows which weapons do radiation damage and how much.

There is nothing that I have yet found that says if this damage is applied to the ship's SI or not. Since one hit that actually does damage, regardless of how much damage, rolls once on the page 166 internal damage table for regular hits plus reduce the SI by the appropiate amount. It doesn't matter if it is one point of damage or 1680 points of damage. If anything gets through it gets one roll. Having seperate dice for radiation damage makes no real sense to me unless you are expected to use that number for something. I mean subtract the Nuclear Damper from the remaining damage after armor and if it is >0 roll once on the Radiation table would have been sufficeint.
 
One other point that was actually brought up here. The crit multiplier on page 270 states clearly that this is additional damage. So a x2 crit-multiplier is actually x3? Why would that section be worded that way when the rest of the system isn't?
 
I wonder if the Powers That Be at the QLI Fortress of Evil are planing a TA for Capital Ships and Fleet based combat. With so many good ideas to revamp the Spinals and whatnot (and it desparately needs it IMNSHO) it would be a good idea.

In retrospect, I'm thinking of comming up with something else than what I posted earlier. Bhoins ideas on the internal rolls are great, I never liked the idea of rolling that many times on a table anyway. I was looking for a way to make it a bit more High Guard-ish.

Reducing the to hit numbers was an attempt to keep the numbers sane. I like 1-15 better than 1-27.

The way I read the radiation damage is that it is additional SI damage and is affected by armour or meson screen plus nuke damper AR.
In HG radiation was an additional damage table that you rolled for as many times as you did regular damage hits. So for our example above you would have x hits for internal AND radiation. Obviously if the rads were soaked by the screens and/or armour I don't bother rolling on the rad table.
 
Well we already have a TA for Capital ships. (TA7.) A T20 2.0 would be well served to fix the Starship combat. It is going to ahve to be done for HH anyway.

Thanks cmdrx. I only came up with the additional rolls after you suggested it. But that many rolls just kills ships just as fast.

I agree that it looks like it should be SI damage but it doesn't read that way. And Radiation doing structural damage doesn't feel right.
 
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