With the current discussions swirling around meson guns, ship sizes, and whatnot, I thought it would be nice to drop some real numbers into the fray. Accordingly, I selected a canonical meson-armed battleship/dreadnought design, the Kokirrak, and had one shoot at a sister ship.
And away we go........
With HG2, it's best to remember that "hitting" usually entails hitting and penetrating. In the case of meson guns, penetration is a two-step process involving screens and configuration.
In the case of one Kokirrak firing on another at Long Range, the To-Hit is an 8+, the To-Pen(Screens) roll is a 4+, and the To-Pen(Configuration) roll is - gasp - automatic. Combining all those rolls give us a 38% chance of any meson spinal shot hitting and penetrating.
The Kokirrak has the best agility allowable at 6, a meson screen rated at 8, and a configuration which provides no defense. A meson screen rated at 9 would have lowered the To-Hit/Pen chance to just under 35%. A configuration of 1 with no other changes would have lowered the To-Hit/Pen chance to 37%. The best configuration available with no other changes would have lowered the To-Hit/Pen chance to 35% again. Sadly, the Kokirrak isn't designed to resist her own main battery very well.
While expected, the result of a single Code T meson spinal hit and subsequent penetration are jaw dropping.
First, we've four Critical Hits: 3 as a result of damage rolls and one from the spinal mount's size. They produce a One Screen Disabled, Jump Drive Disabled, Hangar/Boat Deck Destroyed, and either Maneuver Drive or Power Plant Disabled. As Critical Hits may not be repaired during a HG2 battle, the power plant hit alone mission kills the Kokirrak.
Of course, the "ordinary' hits make that moot.
The computer is not just vapor but most likely a distant memory of vapor as the ship collects TWO Computer-4 hits, THREE Computer-3 hits, NINE Computer-2, and ONE Computer-1 hits.
The crew would most likely be amazed if they weren't also a distant memory. Thanks to TWO Crew-4 hits and FIVE Crew-1 hits, there most likely isn't even any dandruff left aboard.
As for the Fuel Tanks, they've been Shattered TWICE.
THREE Jump-2 hits means what's left of the jump drive may fill a 5 gallon pail.
The power plant, disabled by a Critical Hit, gets slagged with TWO Power Plant-2 hits.
The ship's various screens suffer the consequences of failure and receive THREE Screen-3 hits.
Finally, the warship's weapons aren't forgotten and receive TWO Weapon-4 hits.
That's the results of NINETEEN rolls on the Radiation Damage and Interior Explosion tables plus FOUR rolls on the Critical Hit table.
One Shot, One Kill, most certainly. However, we need to remember that there's just above a 1 in 3 chance of hitting the Koki in the first place. Those ships which aren't knifed in the first round are going to be slinging missiles and beams both at each other and additional targets. Any loss of agility, computer damage, or screen damage from other weapons increases the Koki's vulnerability to her sister's meson spinal mounts.
While a clash of spinals is most definitely nasty, brutish, and short, it's not over in 20 minutes either. It also seems that damage inflicted by secondary batteries and escorts could help tip the battle to one side or the other.
And away we go........
With HG2, it's best to remember that "hitting" usually entails hitting and penetrating. In the case of meson guns, penetration is a two-step process involving screens and configuration.
In the case of one Kokirrak firing on another at Long Range, the To-Hit is an 8+, the To-Pen(Screens) roll is a 4+, and the To-Pen(Configuration) roll is - gasp - automatic. Combining all those rolls give us a 38% chance of any meson spinal shot hitting and penetrating.
The Kokirrak has the best agility allowable at 6, a meson screen rated at 8, and a configuration which provides no defense. A meson screen rated at 9 would have lowered the To-Hit/Pen chance to just under 35%. A configuration of 1 with no other changes would have lowered the To-Hit/Pen chance to 37%. The best configuration available with no other changes would have lowered the To-Hit/Pen chance to 35% again. Sadly, the Kokirrak isn't designed to resist her own main battery very well.
While expected, the result of a single Code T meson spinal hit and subsequent penetration are jaw dropping.
First, we've four Critical Hits: 3 as a result of damage rolls and one from the spinal mount's size. They produce a One Screen Disabled, Jump Drive Disabled, Hangar/Boat Deck Destroyed, and either Maneuver Drive or Power Plant Disabled. As Critical Hits may not be repaired during a HG2 battle, the power plant hit alone mission kills the Kokirrak.
Of course, the "ordinary' hits make that moot.
The computer is not just vapor but most likely a distant memory of vapor as the ship collects TWO Computer-4 hits, THREE Computer-3 hits, NINE Computer-2, and ONE Computer-1 hits.
The crew would most likely be amazed if they weren't also a distant memory. Thanks to TWO Crew-4 hits and FIVE Crew-1 hits, there most likely isn't even any dandruff left aboard.
As for the Fuel Tanks, they've been Shattered TWICE.
THREE Jump-2 hits means what's left of the jump drive may fill a 5 gallon pail.
The power plant, disabled by a Critical Hit, gets slagged with TWO Power Plant-2 hits.
The ship's various screens suffer the consequences of failure and receive THREE Screen-3 hits.
Finally, the warship's weapons aren't forgotten and receive TWO Weapon-4 hits.
That's the results of NINETEEN rolls on the Radiation Damage and Interior Explosion tables plus FOUR rolls on the Critical Hit table.
One Shot, One Kill, most certainly. However, we need to remember that there's just above a 1 in 3 chance of hitting the Koki in the first place. Those ships which aren't knifed in the first round are going to be slinging missiles and beams both at each other and additional targets. Any loss of agility, computer damage, or screen damage from other weapons increases the Koki's vulnerability to her sister's meson spinal mounts.
While a clash of spinals is most definitely nasty, brutish, and short, it's not over in 20 minutes either. It also seems that damage inflicted by secondary batteries and escorts could help tip the battle to one side or the other.