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Sensorlopes & Book 2 space combat

BTW, now that you have written this stuff about ranges I get a bit confused about that lined notebook system for starship movement and combat

Do you have a short/medium/long/v.long range band system, where every band have a different amount of "hexes" - notebook lines? Or are each band 10 000 km long?

The sensor "spheres" makes a lot of sense in either case.

The only thing I wish for now is that you make up a system for grabbing MT ship data and using this package, and you sensor rules, in a MT session without having to recalulate stuff or dig out CT ship data.

Having just one system to build all sizes of craft is a great idea, and I just wished all this good stuff for CT was usable with it "out of the box".
 
BTW, now that you have written this stuff about ranges I get a bit confused about that lined notebook system for starship movement and combat

Do you have a short/medium/long/v.long range band system, where every band have a different amount of "hexes" - notebook lines? Or are each band 10 000 km long?

The sensor "spheres" makes a lot of sense in either case.

The only thing I wish for now is that you make up a system for grabbing MT ship data and using this package, and you sensor rules, in a MT session without having to recalulate stuff or dig out CT ship data.

Having just one system to build all sizes of craft is a great idea, and I just wished all this good stuff for CT was usable with it "out of the box".
 
Originally posted by Cymew:
Considering all starships have TL over ten, you will get an awful lot of attacks at close range. Sure, it makes sense if you suppose the weapon punches Megawatts of energy millions of kilometers, but is it still possible to board a ship?

Can you in these rules cripple a ship and then close for boarding?
You'd have to knock the ship's weapon's out.

And, that makes a lot of sense to me -- that a target's weapons must be disabled if the target is going to be boarded.
 
Originally posted by Cymew:
Considering all starships have TL over ten, you will get an awful lot of attacks at close range. Sure, it makes sense if you suppose the weapon punches Megawatts of energy millions of kilometers, but is it still possible to board a ship?

Can you in these rules cripple a ship and then close for boarding?
You'd have to knock the ship's weapon's out.

And, that makes a lot of sense to me -- that a target's weapons must be disabled if the target is going to be boarded.
 
Originally posted by Cymew:
BTW, now that you have written this stuff about ranges I get a bit confused about that lined notebook system for starship movement and combat

Do you have a short/medium/long/v.long range band system, where every band have a different amount of "hexes" - notebook lines? Or are each band 10 000 km long?
Sounds like it's a terminology thing.

Range Bands are 10,000 km long. If you're using lined notebook paper, each line represents 10,000 km. If you're using a hex board or square grid to plot movement, each hex or square is 10,000 km wide.


My CT sensor rules have ranges for the sensor. It's just like the Range Band system in Book 1 personal combat.

In Book 1, there are five range categories: Close / Short / Medium / Long / Very Long. Each weapon as a DM associated with it at this range.

Range Bands, on the other hand, under Book 1 personal combat, represent a distance of 25 meters.

In Book 1 combat ...
Close = physical contact
Short = 1-5 m
Medium = 6-50 m
Long = 51-250 m
Very Long = 251-500 m

1 Range Band = 25 m

Under my Sensor Rules ...
Close = Same hex
Short = (Limit defined by Computer Model Number)
Medium = (Limit defined by PP code
Long = (Limit defined by Sensor Class)
V. Long = Limit of 90 hexes.

1 Range Band = 10,000 km ("hex" and "square" also represent one Range Band)


The only thing I wish for now is that you make up a system for grabbing MT ship data and using this package, and you sensor rules, in a MT session without having to recalulate stuff or dig out CT ship data.

Having just one system to build all sizes of craft is a great idea, and I just wished all this good stuff for CT was usable with it "out of the box".
Oooo ... sorry, but I'm afraid I'm a CT kinda guy. If you're using MT space combat, you'll have to convert.

It shouldn't be too hard, though. CT an MT are very compatible.
 
Originally posted by Cymew:
BTW, now that you have written this stuff about ranges I get a bit confused about that lined notebook system for starship movement and combat

Do you have a short/medium/long/v.long range band system, where every band have a different amount of "hexes" - notebook lines? Or are each band 10 000 km long?
Sounds like it's a terminology thing.

Range Bands are 10,000 km long. If you're using lined notebook paper, each line represents 10,000 km. If you're using a hex board or square grid to plot movement, each hex or square is 10,000 km wide.


My CT sensor rules have ranges for the sensor. It's just like the Range Band system in Book 1 personal combat.

In Book 1, there are five range categories: Close / Short / Medium / Long / Very Long. Each weapon as a DM associated with it at this range.

Range Bands, on the other hand, under Book 1 personal combat, represent a distance of 25 meters.

In Book 1 combat ...
Close = physical contact
Short = 1-5 m
Medium = 6-50 m
Long = 51-250 m
Very Long = 251-500 m

1 Range Band = 25 m

Under my Sensor Rules ...
Close = Same hex
Short = (Limit defined by Computer Model Number)
Medium = (Limit defined by PP code
Long = (Limit defined by Sensor Class)
V. Long = Limit of 90 hexes.

1 Range Band = 10,000 km ("hex" and "square" also represent one Range Band)


The only thing I wish for now is that you make up a system for grabbing MT ship data and using this package, and you sensor rules, in a MT session without having to recalulate stuff or dig out CT ship data.

Having just one system to build all sizes of craft is a great idea, and I just wished all this good stuff for CT was usable with it "out of the box".
Oooo ... sorry, but I'm afraid I'm a CT kinda guy. If you're using MT space combat, you'll have to convert.

It shouldn't be too hard, though. CT an MT are very compatible.
 
Originally posted by Cymew:
Having just one system to build all sizes of craft is a great idea, and I just wished all this good stuff for CT was usable with it "out of the box".
Andreas, you gotta switch over to CT, brother!
file_23.gif
 
Originally posted by Cymew:
Having just one system to build all sizes of craft is a great idea, and I just wished all this good stuff for CT was usable with it "out of the box".
Andreas, you gotta switch over to CT, brother!
file_23.gif
 
Originally posted by MaineCoon:
At that range, if a 3G ship is altering it's velocity randomly, rather than coasting or maintaining even acceleration, it could be anywhere from 0 to 60 meters* away from where you predict it will be, which is enough to miss it by. And that's if its not even trying to dodge, just randomly altering acceleration. A ship may not.
Assuming its acceleration is all perpendicular to the firer, of course. I think we both agree that a ship with more Gs should be harder to hit if it's putting those Gs towards dodging.

However we can assume the firer is shooting more than once per combat round, including shots where the target will go if it doesn't change course, where it will go if it does a hard dodge, probably guessing directions that match up with previously used directions (detecting if you have a propensity to dodge 'left'). OTOH I am supposing the target will be able to read tell-tales from the firing vessel to help it see where the laser blasts are coming: if you see the turret flare you might be able to throw in some last-second G force to get out of the most likely path...

But at longer ranges (and decreased sensor capabilities) this becomes more and more like just incoming random laser fire, which is really just impossible to dodge (hence my suggestion of cutting off any 'dodge bonus' at some range).

I've been sort of imagining a slow-moving tank turret's MG trying to hit a unicyclist. At very close range, the unicycle's slow speed overcomes the turret's ability to track; the unicyclist can see the turret aiming and make constant changes to minimize danger. At medium ranges, the unicyclist can't pedal fast enough to escape the turret's traversal rate and it might be hard to even see quite where the turret is aiming anyway. At an even longer range, however, the accuracy and precision of the MG might overcome the aim, meaning bullets are just spraying all around the unicyclist, who is proabably at the same odds of being hit whether he moves or not.

Whether this is at all applicable to spaceships, unicycles, or machine guns, I don't know.

Anyway I'm just babbling incoherently and not very on-topic..
 
Originally posted by MaineCoon:
At that range, if a 3G ship is altering it's velocity randomly, rather than coasting or maintaining even acceleration, it could be anywhere from 0 to 60 meters* away from where you predict it will be, which is enough to miss it by. And that's if its not even trying to dodge, just randomly altering acceleration. A ship may not.
Assuming its acceleration is all perpendicular to the firer, of course. I think we both agree that a ship with more Gs should be harder to hit if it's putting those Gs towards dodging.

However we can assume the firer is shooting more than once per combat round, including shots where the target will go if it doesn't change course, where it will go if it does a hard dodge, probably guessing directions that match up with previously used directions (detecting if you have a propensity to dodge 'left'). OTOH I am supposing the target will be able to read tell-tales from the firing vessel to help it see where the laser blasts are coming: if you see the turret flare you might be able to throw in some last-second G force to get out of the most likely path...

But at longer ranges (and decreased sensor capabilities) this becomes more and more like just incoming random laser fire, which is really just impossible to dodge (hence my suggestion of cutting off any 'dodge bonus' at some range).

I've been sort of imagining a slow-moving tank turret's MG trying to hit a unicyclist. At very close range, the unicycle's slow speed overcomes the turret's ability to track; the unicyclist can see the turret aiming and make constant changes to minimize danger. At medium ranges, the unicyclist can't pedal fast enough to escape the turret's traversal rate and it might be hard to even see quite where the turret is aiming anyway. At an even longer range, however, the accuracy and precision of the MG might overcome the aim, meaning bullets are just spraying all around the unicyclist, who is proabably at the same odds of being hit whether he moves or not.

Whether this is at all applicable to spaceships, unicycles, or machine guns, I don't know.

Anyway I'm just babbling incoherently and not very on-topic..
 
The dodging stuff is represented in the CT Combat system by the AutoEvade and ManeuverEvade programs providing negative DMs to hit.

OK, got a question for you WJP, how would you think this scenario would play out...

Players are approaching a vessel that sent out a distress call that it's maneuver drive is damaged. During their entire approach, no maneuvering is performed by the target vessel.

Players go ACTIVE on sensors and obtain a sensor lock at LONG range (for them). From the sensor data, the Navigator determines the following information about the Target vessel.

Size: 200 tn
Configuration: A1 Free Trader
1 Turret (unpowered)
Power Plant A operating at normal capacity
Maneuver Drive down
Jump Drive down
Transponder Active with Signal GK

OK, the Player captain decides to approach.
When he gets within 10Kkm, the Target vessel unloads a triple missile turret on the Players.

Who gets initiative? How much warning would the players have? What would you do differently on this approach? If I left out something about the sensor rules, please ask/fill in the data.

Curious minds want to know.
 
The dodging stuff is represented in the CT Combat system by the AutoEvade and ManeuverEvade programs providing negative DMs to hit.

OK, got a question for you WJP, how would you think this scenario would play out...

Players are approaching a vessel that sent out a distress call that it's maneuver drive is damaged. During their entire approach, no maneuvering is performed by the target vessel.

Players go ACTIVE on sensors and obtain a sensor lock at LONG range (for them). From the sensor data, the Navigator determines the following information about the Target vessel.

Size: 200 tn
Configuration: A1 Free Trader
1 Turret (unpowered)
Power Plant A operating at normal capacity
Maneuver Drive down
Jump Drive down
Transponder Active with Signal GK

OK, the Player captain decides to approach.
When he gets within 10Kkm, the Target vessel unloads a triple missile turret on the Players.

Who gets initiative? How much warning would the players have? What would you do differently on this approach? If I left out something about the sensor rules, please ask/fill in the data.

Curious minds want to know.
 
Originally posted by Plankowner:
From the sensor data, the Navigator determines the following information about the Target vessel.

Size: 200 tn
Configuration: A1 Free Trader
1 Turret (unpowered)
Power Plant A operating at normal capacity
Maneuver Drive down
Jump Drive down
Transponder Active with Signal GK
Sounds cool! You've definitely got a grasp on the spirit of those sensor rules I wrote!

OK, the Player captain decides to approach.
When he gets within 10Kkm, the Target vessel unloads a triple missile turret on the Players.

Who gets initiative?
First off, I'm not using this sensorlopes idea in my game yet. I actually had a game session tonight, and we played a ship combat. I used the sensor rules, but I didn't use this sensorlope idea as I'm still mulling it over.

I posted them here for discussion.

But, I see where you're going with this ...

The question is: If a ship playing possum up and fires at an incoming vessel, how much damage should it be able to do?

One shot per weapon seems a little low, eh? CT Book 2 as written. Especially if range is less than 10,000 km.

But, should a ship playing possum get 13 attacks, per weapon, at an enemy vessel just 5,000 km away?

I'm thinking of Star Trek II: The Wrath of Khan. The Enterprise and the Reliant were very close -- definitely less than 10,000 km away. And, the Reliant nearly crippled the Enterprise in on volley.

Game-wise, do we want ships to be able to shell out that much damage to an enemy vessel, even if it is only 3,000 km away?

Even at one hex away, we're talking about 4 attacks per weapon.

This is food for thought.

The question we need to answer is this: How many attacks, in 1000 seconds, can a single beam laser make against a target 1000 meters away.

Answer that question, and this hole thing is solved. If we know how many attacks is reasonable and logical when two vessels are within 10,000 km of each other, we can extrapolate how many attacks are allowed at other ranges.

So ... that's the question ...

How many attacks should a single beam laser be able to make against a target that is less than 10,000 km away?

Thoughts, everyone? Thoughts?
 
Originally posted by Plankowner:
From the sensor data, the Navigator determines the following information about the Target vessel.

Size: 200 tn
Configuration: A1 Free Trader
1 Turret (unpowered)
Power Plant A operating at normal capacity
Maneuver Drive down
Jump Drive down
Transponder Active with Signal GK
Sounds cool! You've definitely got a grasp on the spirit of those sensor rules I wrote!

OK, the Player captain decides to approach.
When he gets within 10Kkm, the Target vessel unloads a triple missile turret on the Players.

Who gets initiative?
First off, I'm not using this sensorlopes idea in my game yet. I actually had a game session tonight, and we played a ship combat. I used the sensor rules, but I didn't use this sensorlope idea as I'm still mulling it over.

I posted them here for discussion.

But, I see where you're going with this ...

The question is: If a ship playing possum up and fires at an incoming vessel, how much damage should it be able to do?

One shot per weapon seems a little low, eh? CT Book 2 as written. Especially if range is less than 10,000 km.

But, should a ship playing possum get 13 attacks, per weapon, at an enemy vessel just 5,000 km away?

I'm thinking of Star Trek II: The Wrath of Khan. The Enterprise and the Reliant were very close -- definitely less than 10,000 km away. And, the Reliant nearly crippled the Enterprise in on volley.

Game-wise, do we want ships to be able to shell out that much damage to an enemy vessel, even if it is only 3,000 km away?

Even at one hex away, we're talking about 4 attacks per weapon.

This is food for thought.

The question we need to answer is this: How many attacks, in 1000 seconds, can a single beam laser make against a target 1000 meters away.

Answer that question, and this hole thing is solved. If we know how many attacks is reasonable and logical when two vessels are within 10,000 km of each other, we can extrapolate how many attacks are allowed at other ranges.

So ... that's the question ...

How many attacks should a single beam laser be able to make against a target that is less than 10,000 km away?

Thoughts, everyone? Thoughts?
 
Originally posted by WJP:
The question we need to answer is this: How many attacks, in 1000 seconds, can a single beam laser make against a target 1000 meters away.

Answer that question, and this whole thing is solved. If we know how many attacks is reasonable and logical when two vessels are within 10,000 km of each other, we can extrapolate how many attacks are allowed at other ranges.

So ... that's the question ...

How many attacks should a single beam laser be able to make against a target that is less than 10,000 km away?

Thoughts, everyone? Thoughts?
I figured this out for T20 actually, which should translate neatly to CT as well.

I'm a little foggy on exactly how I worked it out and the notes aren't around. I think I may have posted about it here a long way back but I'm not sure where. IIRC I based it on the damage differences between Ship lasers vs Vehicle lasers, interpreting the scaling rules and burst fire effects rules with the difference in the combat turns. I think I came up with 20 shots fired in a ship combat turn.

The reason I wanted to work it out was for shooting vehicles with ship weapons, in a vehicle combat turn and range. I think it worked out to a single ship weapon fire action per vehicle combat turn, but with the scaling bonus.

So that's how I'd answer the question, 20 shots fired per ship combat turn.

This jived nicely with my long held belief that the single attack in ship combat is based on saturation fire of the most likely targeting cone in the hope that one of the shots will score a hit.

But I wouldn't complicate CT with multiple attack rolls for range. If it were me I'd stick to the single attack roll but add modifiers for range, similar to the personal combat tables by range. Just make a simple table of the ship weapons with the range effect to the attack roll and factor in the long and very long range penalties and any other effects. For example...

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Weapon - Range: Close Short Medium Long VLong

Pulse Laser_______+4_____+1_____-1______-3____-6__

Beam Laser________+5_____+2_____-0______-2____-5__</pre>[/QUOTE]And I would define the ranges based on the two we have examples for, long and very long, and the personal combat paradigm (more or less) with the breakpoints for the two detection ranges and the maximum range set at the tracking range:

Close range - Boarding to 15,000km

Short range - 15,000km to 150,000km

Medium range - 150,000km to 250,000km (maximum civilian detection range)

Long range - 250,000km to 500,000km (maximum military detection range)

Very Long range - 500,000km to 900,000km (maximum sensor tracking range)

I don't think we need to add any complexity beyond this. No damage bonus or other stuff. Remember, these are weapons designed to be used effectively at ranges of several 10s to 100s of thousands of kilometers. Bringing them to bear multiple times, around your own hull even, when very close won't be easy. Unless your target isn't moving and you are at close range, then implement the personal combat coup-de-grace and simply pick a critical hit result of your choice. Or board them.

Now then, my own question which hit me as soon as I started reading and didn't see addressed, how does this affect missiles? You sure can't be firing them faster like you can (are) doing with lasers to try to score a hit. I've always felt the slow rate of fire was to either allow the launcher to cool and clear before the next one was sent off or because the gunner was doing active guidance all the way to target. Either way a similar simple to hit bonus would seem to the way to go. Even my short range is a flight time of about 1 ship combat turn. And using a missile at close range might be either as dangerous for the attacker or no threat to the defender due to the lack of speed. So I'd maybe go with:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Weapon - Range: Close Short Medium Long VLong

Missile___________na_____+0_____+1______-1____-4__

(turns) na 1 2 3 4</pre>[/QUOTE]That's my take, off the cuff.
 
Originally posted by WJP:
The question we need to answer is this: How many attacks, in 1000 seconds, can a single beam laser make against a target 1000 meters away.

Answer that question, and this whole thing is solved. If we know how many attacks is reasonable and logical when two vessels are within 10,000 km of each other, we can extrapolate how many attacks are allowed at other ranges.

So ... that's the question ...

How many attacks should a single beam laser be able to make against a target that is less than 10,000 km away?

Thoughts, everyone? Thoughts?
I figured this out for T20 actually, which should translate neatly to CT as well.

I'm a little foggy on exactly how I worked it out and the notes aren't around. I think I may have posted about it here a long way back but I'm not sure where. IIRC I based it on the damage differences between Ship lasers vs Vehicle lasers, interpreting the scaling rules and burst fire effects rules with the difference in the combat turns. I think I came up with 20 shots fired in a ship combat turn.

The reason I wanted to work it out was for shooting vehicles with ship weapons, in a vehicle combat turn and range. I think it worked out to a single ship weapon fire action per vehicle combat turn, but with the scaling bonus.

So that's how I'd answer the question, 20 shots fired per ship combat turn.

This jived nicely with my long held belief that the single attack in ship combat is based on saturation fire of the most likely targeting cone in the hope that one of the shots will score a hit.

But I wouldn't complicate CT with multiple attack rolls for range. If it were me I'd stick to the single attack roll but add modifiers for range, similar to the personal combat tables by range. Just make a simple table of the ship weapons with the range effect to the attack roll and factor in the long and very long range penalties and any other effects. For example...

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Weapon - Range: Close Short Medium Long VLong

Pulse Laser_______+4_____+1_____-1______-3____-6__

Beam Laser________+5_____+2_____-0______-2____-5__</pre>[/QUOTE]And I would define the ranges based on the two we have examples for, long and very long, and the personal combat paradigm (more or less) with the breakpoints for the two detection ranges and the maximum range set at the tracking range:

Close range - Boarding to 15,000km

Short range - 15,000km to 150,000km

Medium range - 150,000km to 250,000km (maximum civilian detection range)

Long range - 250,000km to 500,000km (maximum military detection range)

Very Long range - 500,000km to 900,000km (maximum sensor tracking range)

I don't think we need to add any complexity beyond this. No damage bonus or other stuff. Remember, these are weapons designed to be used effectively at ranges of several 10s to 100s of thousands of kilometers. Bringing them to bear multiple times, around your own hull even, when very close won't be easy. Unless your target isn't moving and you are at close range, then implement the personal combat coup-de-grace and simply pick a critical hit result of your choice. Or board them.

Now then, my own question which hit me as soon as I started reading and didn't see addressed, how does this affect missiles? You sure can't be firing them faster like you can (are) doing with lasers to try to score a hit. I've always felt the slow rate of fire was to either allow the launcher to cool and clear before the next one was sent off or because the gunner was doing active guidance all the way to target. Either way a similar simple to hit bonus would seem to the way to go. Even my short range is a flight time of about 1 ship combat turn. And using a missile at close range might be either as dangerous for the attacker or no threat to the defender due to the lack of speed. So I'd maybe go with:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Weapon - Range: Close Short Medium Long VLong

Missile___________na_____+0_____+1______-1____-4__

(turns) na 1 2 3 4</pre>[/QUOTE]That's my take, off the cuff.
 
Originally posted by far-trader:
So that's how I'd answer the question, 20 shots fired per ship combat turn.
A ship, like the March Harrier, with two turrets sporting two beam lasers would, under your rule, get 80 attacks in one combat round (that 20 * 4 beam lasers).

I went with the ship's TL above, which would be just over half that. TL 13 400 ton Subsidized Merchant (that's 13 * 4 beam lasers) for 52 attacks.

I think we're thinking on the same page.


But I wouldn't complicate CT with multiple attack rolls for range.
We wouldn't be complicating CT much, though, with a rule like this -- mainly because this rule would only take effect when two ships are within the same hex (within 10,000 km).

So, it would only occur in Plankover's "playing possum" scenario above, or when a ship is on the ground (as in your thoughts).

You will hardly ever have two ships in the same hex in starship combat unless they are docking. So, it should (hardly) ever become an issue.

If it were me I'd stick to the single attack roll but add modifiers for range, similar to the personal combat tables by range.
I thought about doing this as well, as I mentioned in a previous post. But, say a ship has only one pulse laser aboard. Shouldn't it be able to blow the heck out of a near target as well? One attack, even with a DM, will be the same as if the ship were 100,000 km away (except it will probably hit because of the DM).

Let's say the PC ship has it's M-Drive knocked out. But, the single pulse laser is fine. The enemy matches vectors to dock.

The PC ship gets only one attack as the enemy ship matches vectors into the same hex before the enemy extends it's unbilical and starts boarding procedures?


Does that seem right?

Or, should the PC ship get several more attacks at the enemy as it attempts to dock?

I'm leaning towards the latter, but a good argument might slap me back into the "official-one-attack" way of thinking.

Thoughts?




Now then, my own question which hit me as soon as I started reading and didn't see addressed, how does this affect missiles?
Haven't got there yet. We're just brainstorming in this thread. It's a work in progress.


I've always felt the slow rate of fire was to either allow the launcher to cool and clear before the next one was sent off or because the gunner was doing active guidance all the way to target.
If we're going to say that, then we can also say that lasers require a certain amount of time to recycle and recharge - which is why they can only be fired once in 15 minutes...
 
Originally posted by far-trader:
So that's how I'd answer the question, 20 shots fired per ship combat turn.
A ship, like the March Harrier, with two turrets sporting two beam lasers would, under your rule, get 80 attacks in one combat round (that 20 * 4 beam lasers).

I went with the ship's TL above, which would be just over half that. TL 13 400 ton Subsidized Merchant (that's 13 * 4 beam lasers) for 52 attacks.

I think we're thinking on the same page.


But I wouldn't complicate CT with multiple attack rolls for range.
We wouldn't be complicating CT much, though, with a rule like this -- mainly because this rule would only take effect when two ships are within the same hex (within 10,000 km).

So, it would only occur in Plankover's "playing possum" scenario above, or when a ship is on the ground (as in your thoughts).

You will hardly ever have two ships in the same hex in starship combat unless they are docking. So, it should (hardly) ever become an issue.

If it were me I'd stick to the single attack roll but add modifiers for range, similar to the personal combat tables by range.
I thought about doing this as well, as I mentioned in a previous post. But, say a ship has only one pulse laser aboard. Shouldn't it be able to blow the heck out of a near target as well? One attack, even with a DM, will be the same as if the ship were 100,000 km away (except it will probably hit because of the DM).

Let's say the PC ship has it's M-Drive knocked out. But, the single pulse laser is fine. The enemy matches vectors to dock.

The PC ship gets only one attack as the enemy ship matches vectors into the same hex before the enemy extends it's unbilical and starts boarding procedures?


Does that seem right?

Or, should the PC ship get several more attacks at the enemy as it attempts to dock?

I'm leaning towards the latter, but a good argument might slap me back into the "official-one-attack" way of thinking.

Thoughts?




Now then, my own question which hit me as soon as I started reading and didn't see addressed, how does this affect missiles?
Haven't got there yet. We're just brainstorming in this thread. It's a work in progress.


I've always felt the slow rate of fire was to either allow the launcher to cool and clear before the next one was sent off or because the gunner was doing active guidance all the way to target.
If we're going to say that, then we can also say that lasers require a certain amount of time to recycle and recharge - which is why they can only be fired once in 15 minutes...
 
Did some more thinking on this, what if instead of multiple attacks, you get a bonus to hit AND damage? As I remember, a 12 on the damage table was a critical hit, so a DM to damage would give you a much better chance for a critical hit which could be a simple way to represent multiple attacks at the shorter ranges.

Also, the Laser return fire phase will all the defending vessel to get off a few shots of it's own against the attacker.
 
Did some more thinking on this, what if instead of multiple attacks, you get a bonus to hit AND damage? As I remember, a 12 on the damage table was a critical hit, so a DM to damage would give you a much better chance for a critical hit which could be a simple way to represent multiple attacks at the shorter ranges.

Also, the Laser return fire phase will all the defending vessel to get off a few shots of it's own against the attacker.
 
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