O
Omnivore
Guest
Thanks in no small part to contributions by various members of these forums, my ATU is shaping up and the basic picture of spacecraft and commerce is emerging. Now, as I begin fleshing out the weapon systems, I need to take a look at ship to ship and small fleet combat.
While I'm aiming for a realistic physics ATU, I expect to use the ATU for play over IRC (Internet Relay Chat) and that means abstract combat (for my group anyhow). There are too many differences between the Dark Stars ATU and the OTU to be able to easily adopt any of the various combat systems normally used (at least as far as I'm aware). I'm hoping someone reading this has an idea or two.
A quick overview of the pieces in play:
A major difference between Dark Stars and the OTU is the amount of thrust available, even the smaller 'battle-rider' types are lucky to have more than a single standard G of thrust and then only for a limited time. Because of this, I believe evasion as a defense is only practical at long range in the setting.
The best I can come up with is some sort of merge between Bk 2 combat and High Guard. Perhaps a (greatly!) simplified variant of TNE's abstract rules?
Thanks,
Brian
While I'm aiming for a realistic physics ATU, I expect to use the ATU for play over IRC (Internet Relay Chat) and that means abstract combat (for my group anyhow). There are too many differences between the Dark Stars ATU and the OTU to be able to easily adopt any of the various combat systems normally used (at least as far as I'm aware). I'm hoping someone reading this has an idea or two.
A quick overview of the pieces in play:
- Two main ship types - smaller high thrust ships and larger low thrust but hi delta-V ships
- Jumping out of combat rarely an option.
- Ships have varying levels of armor (translatable to HG/Striker levels).
- A simple heat management system is included, even armored radiators may be damaged by surface hits.
- Primary beam weapon is ultraviolet lasers but ranges are short (no grav lense)
- N-PAWS are available but even shorter range than lasers
- Missiles have longer range but limited delta-V and vulnerable to point defense fire
- Mass drivers are used both as ortillery and in short range combat
- With missiles and heavy mass drivers, stand off warheads are the norm, both directed energy types and kinetic types
- Possibility for anti-missile 'kirklin' mines (similar in principle to sandcaster in anti-missile role)
- Larger missiles aka torpedoes aka missile buses are available
- ECM/ECCM should have a role in combat (due largely to nuke explosions and other sensor blinding attacks)
- Computers are not treated separately in Dark Stars, rather than a relative computer level DM, there should be a relative TL DM (9-13).
- Only exceptional levels of radiation have any effect as all ship systems are normally radiation hardened and crew in protected 'storm shelters'.
A major difference between Dark Stars and the OTU is the amount of thrust available, even the smaller 'battle-rider' types are lucky to have more than a single standard G of thrust and then only for a limited time. Because of this, I believe evasion as a defense is only practical at long range in the setting.
The best I can come up with is some sort of merge between Bk 2 combat and High Guard. Perhaps a (greatly!) simplified variant of TNE's abstract rules?
Thanks,
Brian