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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Sep 27, 2013 11:13 pm Post subject: |
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That makes me think.. Besides the A-wing with one of the variants having an ECM unit, has anyone seen any other ship with an ECM package? _________________ Confucious sayeth, don't wash cat while drunk! |
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vanir Jedi

Joined: 11 May 2011 Posts: 793
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Posted: Fri Sep 27, 2013 11:45 pm Post subject: |
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very loosely described as a general sensors function in the root sourcebook (specialised jamming equipment with specific stats aside), then working from SW cross sections X-Wings and Y-Wings have a far more comprehensive sensor array than TIE.
most of our house rulings are based on a combination of scant, loose or otherwise inferred references and applying logic based technological continuity using any available hard references as analoguous.
Hence much of our starfighter combat house rules loosely analogue jet fighter and military technologies in the real world. It works for us because most of the group are militaria enthusiasts and combat sim pilots. |
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lurker Commander


Joined: 24 Oct 2012 Posts: 423 Location: Oklahoma
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Posted: Fri Sep 27, 2013 11:53 pm Post subject: |
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vanir wrote: |
When laying aerial suppression fire even mid-late WW2 flak (especially german flak) used fire control systems and required precise firing solutions aimed at specific aircraft in the formation, designated by the spotter.
What you could do is mass fire as an emergency barrage, which you do by firing over open sights without using the fire control system. Obviously only works at close (ie. unaided visual) ranges.
Since turbolasers use a fire control system, what you could do to maintain continuity, is give an option for massed (combined) fire without the fire control bonus for normal difficulties against starfighters in formations, but only at the short range of the weapon type for visual range of manual fire control
or,
targeted fire (combined or individually) with the weapon fire control bonus, but at increased difficulty due to target discrimination processing required by the computerised fire control system. You could make opposed tactics rolls to determine if the starfighter formation gets the increased difficulty bonus.
Does two things:
1. simulates a distinction between using fire control systems and firing over open sights, providing a roleplay enhancement in aerial gunnery
2. provides an opportunity for electronic warfare in starfighter combat, when standard jamming equipment which is installed on X-Wings and other expensive starfighters, but absent from TIE and other budget starfighters, you can increase difficulty level for jamming, and again for tactical use of formation flying, between them you could raise difficulties quite a bit for enemy gunnery at long-med ranges using fire control sets, they would have to wait until you are short/visual range and fire over open sights, without fire control bonus but at normal difficulties (can't jam eyes, don't have to worry about mathematical firing solutions in manual gunnery).
This means tactically proficient starfighter assaults could virtually defy long range gunnery defences and only have to deal with massed enemy fire at close range, which they can try to zip in and out of using speed. Of course you should probably use the optional rule that within 1-3 space units of a capital ship starfighters use atmospheric speed (due to gravitational mass shadow). Would really raise the thrill level of the entire exercise.
Of course that's where enemy starfighter screening formations of interceptors comes in...
But then again the Rebel interceptor-interceptor, the A-Wing has a very effective jammer and could operate with virtual impunity against enemy emplacement fire under these enhanced house rule conditions to protect the assault package by intercepting their interceptors.
Just a sidetrack...hey I just thought, you know what's cool about a Y-Wing? When making a bombing run at point blank with enemy gunnery emplacements trying to put up a massed barrage, the Y-Wing gunner can sit there firing ion-cannon at the individual gun emplacements all the way through the bomb run, and like the way the death star turbolaser towers are lesser scale, individual emplacements on big capital ships like Star Destroyers are probably starfighter scale...ion cannon should put them out of action at least the ones that are proving most dangerous to mission survival...
Me likey Y-Wings
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vanir
Tooooo true on the WWII AA. I think most people fail to realize just how much the deck is stacked in favor of the air craft when dealing with AA. Yes AA will bring down a few AC out of a formation, but the formation WILL get through and do massive damage. The big danger to AC is the fighter interceptor. Even then, with proper tactics, the AC can & will get through and do damage. You can see this in WWII especially with the British bomber attacks into Germany. They eventually gave up the day raids and used smaller formations and their survivability rate jumped way up (sad that America never learned that lesson and only used night raids a few times against very soft targets.
Also, great point on the A wings and then the Y wings. It reminded me of a big joint exercise war gaming even I went on back when I was in the AF. Us jumpers were worried about the AA and the ground based heavy weapons. The fast movers laughed at us and said that is why we have you and the A-10s that will be 1 min ahead of you. Then the fast movers went through the 'chutes and ladders' with each unit having a specific elevation and area to cover and when they could drop down or move up a layer. After practicing it (and then seeing it often in real life in Iraq & Afghanistan) it is amazing how well planed out and effective joint combined forces are.
With that, I always pictured a SW game with real tactics (including Y wings to hit the guns with Ion blasts, other modified Y or X wings with torpedoes to do real damage, then X & A wings to play with the TIEs and bigger ships to keep the big guns busy and deal the killing blow when the attack fighters have finished doing their thing) . How fun would that be?
Now, what rule modifications and HRs would I need ??? Again, I bow to you all smart guys on that  _________________ "And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain
Forgive all spelling errors. |
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lurker Commander


Joined: 24 Oct 2012 Posts: 423 Location: Oklahoma
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Posted: Fri Sep 27, 2013 11:58 pm Post subject: |
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Kytross wrote: | Heh, B-Wings are even more devastating.
Quote: | Laser Cannon
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 1D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 7D
2 Proton Torpedo Launchers
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 3D
Space Range: 1/3/7
Atmosphere Range: 50-100/300/700
Damage: 9D
3 Medium Ion Cannons
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 4D
Space Range: 1-3/7/15
Atmosphere Range: 100-300/700/3.6 km
Damage: 4D
2 Auto Blasters
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-8/25/40
Atmosphere Range: 100-800/2.5/4 km
Damage: 3D |
Once those shields drop that 7D cannon will be permanently destroying turbolasers. |
I always forget about the B wings, and I never realized just how brutal they are. Yeah add them into my above battle plan  _________________ "And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain
Forgive all spelling errors. |
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vanir Jedi

Joined: 11 May 2011 Posts: 793
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Posted: Sat Sep 28, 2013 9:16 pm Post subject: |
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Yeah this is my gaming group's bread and butter, not to say we're particularly authoritive with it but we have a lot of fun with getting as detailed and technical as we can with it, whilst making it workable and fun in gameplay with an element of 'suspension of disbelief to its realism'. Even the members not into military tech are still into strategy games of all kinds so can get into it.
The trick is keeping it playable in the combat round progression. Meaning the technical side might have much explanation in rp-game terms but the actual diceplay is kept very simplified and generalized to make it more workable in actual play, with some basic established house rules to distinguish classes/types of craft and weaponry, effect and combat environments so they can be classified broadly to analogue actual tech.
So we make the establishments:
within 1-3 space units of a capital scale or larger station or vessel (depending on the mass of the structure), atmospheric speed is used by starfighter scale craft.
This makes a difference at ingress and the attack run phases.
Egress however is handled using the EU distinction that starfighters can actually do space velocities in atmosphere but unless they have shields active aerodynamic factors would destroy the craft. It basically means that a starship with shields can make orbit from a planetary starport in a few rounds of gametime instead of having to climb at the normal atmospheric speed rating which would take a couple of hours even with the fastest ships (several hundreds to several thousands of km altitude is required and translates to 1-3 space units).
This "full ion drive boost" is simply for climbouts to orbit with shields active, if a starship wishes to remain in atmosphere and move around a planet it must use the atmospheric rating of the installed repulsorlift engines (the exception is TIE which don't have repulsorlift drives but are speed-limited in atmosphere by a light structure and no shields to the same effect). Or go ballistic and climbout to orbit then re-enter atmosphere at another planetary location, could be much quicker than getting there through atmosphere.
Seemed like a detraction but the point is important in capital ship assaults because it means a starfighter can use full ion boost to clear the target area within one round any time and return to space unit velocities, by applying this measure. It is only if the pilot wishes to maintain point blank range on the capital structure that he elects to maintain his atmospheric rating, and at ingress and the attack run he is limited to it once he passes the 1-3 units range threshold, or else he'd go flying right by on the round he wanted to release weapons on a target location.
Proton torpedoes are rendered useless by particle shielding, concussion weapons aren't but particle shielding does increase damage soak. Both are immune to energy shielding. On capital ships particle shielding is part of the hull code but is taken down if the regular shields are disabled (-2D hull code to boot).
The important point here is that whilst a part of the hull code, particle shielding is actually a field surrounding the structure to deflect small debris like micrometeors from disabling the craft, it is simply always active on modern starships (ancient starships had separate, manually operated particle and energy shielding but lower hull codes).
Why is that important? At point blank in a starfighter you're under the shield coverage umbrella. Proton torps work fine against capital ships once you get into atmospheric speed roaming amongst the superstructure at point blank. It is when you're at space ranges that you can only use concussion weapons and the target still gets full hull code for soak, but proton torps are useless unless the shields are taken down...or you get under the shield coverage at point blank and do some real damage because you're under the big ship's shield coverage. This is well represented with the Death Star but the same system should be used with big capital ships during starfighter assaults.
A possible expansion point to further is that particle shielding does stop objects that include starfighters from penetrating the field unless the shields are brought down, otherwise they do shield dice damage to the hull of a ship attempting to penetrate them. That could mean starfighters need to take down shielding to get to point blank range within the superstructure of a capital ship or else it takes say 2D capital scale damage trying to penetrate the particle field of an ISD. You could still get within 3 space units and use atmospheric speed for individual systems targeting outside the particle shielding, but to get point blank and roam through the superstructure causing real havoc with protons you need the shields down.
The roleplay element that gives is adding real dimension to the Star Destroyers as mobile space stations as well as battleships. You don't go zipping up and down them at space unit speeds in an attack, you get right up into the superstructure, under the shield coverage and blast away with proton torps at atmospheric speeds and piloting/targeting difficulties. The reduced 5D unshielded hull code for major structural damage is still capital and strong, but enough combined or ripple fired proton torps can really mess it up and leave a burning hulk with some effort. Or you can use optional "targeted hit location" rules and reduce scaling on specific weapons emplacements or exposed systems like shield projectors to allow the Rebel fleet to smash them up easier in conventional capital ship engagement.
With these house rules we also found some movie continuity modifications to WEG stats for things like Star Destroyers necessary, eg. you see point defence lasers on the Executor and other Star Destroyers firing at close moving starfighters during the Endor battle, you might want to add a point defence laser system to all Star Destroyers of one battery per firing arc at 2D fire control, 4D damage for the battery, one front, left, right, back, ranges 1-3/12/25, each battery is a multitude of light laser emplacements with individual 2D damage, but only four on any arc can be brought to bear on any single target or up to four targets in one arc at 2D damage.
Basically it's like a CWIS weapon system like the Phalanx for SWU, and a glaring absentee from WEG SD stats.
Another house establishment is that capital scale weapons have a minimum firing range and not a point blank range, like ship mounted artillery in the real world, ie. a capital scale turbolaser with range 3-10/25/75 cannot track and fire on targets within 3 space units (sensor feedback causes error malfunction in the fire control computer or any other explanation you care for), another weapon type with lower range minimum must be used (capital proton/concussion tubes have 2 units min, capital ion cannon and non-turbocharged lasers have 1 unit min). This means essentially the big gun warships have their role of smashing big things to pieces at long range, but at point blank you start going for boarding actions, use smaller and handier weapons emplacement types if you have them, or rely on starfighter/shuttle/gunboat assault.
This is designed to give some sense of scale with capital fleet vessels, and gives an important role to the screening elements and support ships of the fleet. Corvettes, frigates and gunships become important in large fleet battles, as the battleships and cruisers really have to either maintain their distance or move to a point blank situation with ion barrages and fend off boarding actions and starfighter assaults, or even tractoring and direct docking with an enemy battleship (several thousand crew fighting it out in a confined space, doesn't sound pretty).
Due to length I'll make a subsequent post speculating some actual gameplay for the starfighter assault with added elements and a "combined forces operation" sort of atmosphere. |
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vanir Jedi

Joined: 11 May 2011 Posts: 793
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Posted: Sat Sep 28, 2013 11:08 pm Post subject: |
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An ISD with movie continuity modifications (point defence starfighter scale lasers on each arc, heavy turbolaser turrets seen on sides of superstructure included as weapons systems, axial reaction turbolasers seen in front of superstructure are 3 starfighter-scale turbolaser turrets with front/left/right arcs, capital scale concussion missile launchers are included as weapon systems for planetary/station assaults, the 60 odd turbolaser emplacements of WEG stats are deleted for 3 medium turbolaser batteries), here I'll give my revised movie continuity writeup:
Quote: | Imperator class Star Destroyer
Craft: Kuat Drive Yards/Rendili StarDrive Imperator class Star Destroyer
Affiliation: Empire
Era: Rise of the Empire
Type: heavy siege battlecruiser and auxiliary flagship
Scale: Capital
Length: 1,680 meters
Skill: Capital ship piloting: Star Destroyer
Crew: 36,810 (including Naval Security Regiment of 3,500 troops commanded by the ship’s Fleet Captain), gunners: 115,
skeleton: 5,000/+10
Crew Skill: Astrogation 5D, capital ship gunnery 6D+2, capital ship piloting 6D, capital ship repair 7D, capital ship shields
6D, capital ship weapons repair 5D, command: Imperial Forces 6D, communications 5D+2, comp.prog/repair 7D+1, sensors
6D, starship weapons repair 7D+2, tactics: capital ships 5D, tactics: fleets 4D, tactics: starfighters 4D
Passengers: 9,700 (Stormtrooper Legion commanded by a COMPNOR Colonel)
Cargo Capacity: 36,000 metric tons (includes docking, repair and vehicle handling facilities)
Consumables: 6 years (nominal service prior to maintenance refit, actual range is unlimited)
Hyperdrive Motivator: class 2 (Battle of Endor era production introduces class 1 hyperdrives)
Hyperdrive Backup: class 8 triple system redundancy (3 jumps prior to overhaul)
Nav Computer: AI computer core with HoloNet-transceiver datalink and redundant backup
Maneuverability: 1D
Space: 6 (60 MGLT flank speed)
Hull: 7D
Shields: 5D
Sensors:
Passive: 50/1D
Scan: 100/3D
Search: 200/4D
Focus: 6/4D+2
Weapons:
6 Heavy Double Turbolaser Turrets
Fire Arc: 3 front/right, 3 front/left
Crew: 5
Skill: Capital ship gunnery
Fire Control: 1D
Space Range: 3-15/30/60
Atmosphere Range: 6-30/60/120 km
Damage: 8D
2 Heavy Ion Cannon Turrets
Fire Arc: 1 front/right/back, 1 front/left/back
Crew: 5
Skill: Capital ship gunnery
Fire Control: 2D+2
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100 km
Damage: 7D
3 Axial Defence Laser Turrets (axial reaction turbolasers)
Fire arc: 3 front/left/right ahead of superstructure
Scale: starfighter
Crew: 3
Skill: starship gunnery
Fire control: 4D+2
Space range: 3-15/35/75
Atmosphere range: 6-30km/70/150km
Damage: 7D
3 Medium Turbolaser Batteries
Fire arc: 1 lateral front/left, 1 lateral front/right, 1 back superstructure
Crew: 4
Skill: capital ship gunnery
Fire control: 3D
Space range: 3-15/35/75
Atmosphere range: 5-30km/70/150km
Damage: 6D
5 Point Defence Laser Batteries
Fire arc: 1 front, 1 left, 1 right, 1 back, 1 ventral turret
Scale: starfighter
Crew: 4
Skill: starship gunnery
Fire control: 2D+1
Space range: 1-3/12/25
Atmosphere range: 100-1km/12km/25km
Damage: 5D
8 Concussion Missile Launchers (80 missiles normally carried)
Fire arc: lateral firing tubes track to any firing arc
Crew: 5
Skill: capital ship gunnery
Fire control: 4D
Space range: 2-12/30/60
Atmosphere range: 1-25km/60/120km
Damage: 9D* (equivalent to 5Mt for planetary bombardment, irradiates battlefield)
* note: these weapons do cumulative damage against planetary or station shields but warhead harmonics are ineffective
against starship shields.
2 Tractor Beam Projectors
Fire Arc: 1 front, 1 ventral turret
Crew: 10
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 6D
Starfighter Complement:
60 TIE/ln starfighters, 6 TIE/rc tactical recon starfighters, 6 TIE Bomber attack starfighters, 2 Skipray patrol Blastboats,
Lambda class, Mu class and Gamma class shuttles, long range scouting vessels, troop dropships and utility craft
Ground/Air Complement:
20 AT-ATs and 30 AT-STs, fully equipped prefabricated garrison base, miscellaneous speeders |
So we're going to assault it with a combined forces operation.
Our platform is a Nebulon-B modified for Rebel use, the TIE forward hangar has its racks deleted and now houses up to 12 snubnose fighters instead of 24 TIE. The rearward shuttle bay is unmodified and still handles 2-3 small shuttles, gunboats or 1 light freighter. Additional ventral docking umbilical for 1 light-med freighter or assault shuttle, cannot piggyback in hyperspace.
Our starfighter assault force consists of:
4 X-wings
3 Y-Wings
2 B-Wings
3 A-Wings
1 modified YT-1300 with assault, screening and EW emplacements installed
(eg. 2x bolstered laser turrets 2d/6d, 2x conc.missile launchers with 10x missile magazines each, 3D electronics jamming equipment and specialised decoy countermeasures installed, beefed up hull and strong 3D shields installed, fully crewed and modded for multicrew function of 4 plus 2 turret gunners, use Thiago Arhana's Weapons and Equipment pdf compilations for specifics)
So we have the equipment, now we need the layout.
This is intrinsically a mission, so requires action phases for the roleplay progression, which should be strategically sound.
First there would be a Military Intelligence phase during opening rounds of RPG introducing the PCs to the mission, or it might be a part of a prelimenary mission to scout the assault location. This is important as methodology may alert the Imperials to the impending attack.
From Alliance High Command: two ISD have been reportedly stationed unescorted in the Elrood Sector. Take one out.
From the district commander: our forces are spread thinly but you have been assigned a modified Nebulon-B with starfighter assault complement for the mission. Our best Intelligence places one ISD currently in the Coyn system making its presence felt by the local population.
The PC Party embarks the mission aboard their Neb-B, jumping to a rally point at Lanthrym via a roundabout series of complicated and difficult minor jumps after exiting the major hyperspace lanes to the Sector. The attack force is thus transported as a single unit aboard the frigate.
Rally point hyperspace coordinates for Lanthrym and attack location hyperspace coordinates for Coyn system are loaded into the limited nav-computers and astromechs of the starfighter wing, in addition the astromechs can load up some extra coordinates for other systems in the region within a week travel in case the entire mission goes south and the fleet rendezvous is compromised. The limited nav computers are, well a bit more limited so the A-Wings and B-Wings can only go from here to there and back using hyperdrives, but could hide out in Coyn asteroid fields or similar for days before coming back to Lanthrym if they needed to, or attempt unprogrammed hyperspace jumps locally (double difficulties), or maybe piloted by Jedi with Instinctive Astrogation skills.
First up the target should be scouted, the YT-1300 sent. It will use elec.warfare systems to best effect and precisely locate the ISD within the system so the attack force can hyperjump as close as safely possible. If identified as any kind of suspect or Rebel craft however it will alert the Imperials to possible Rebel attack.
The ISD will use boarded vessels as support and screening craft in lieu of escorts, so it will have a rotating patrol of 2 TIE/rc working on 8hr shifts moving through each arc at around the scan sensors limitation of range, plus 1 of its skipray blastboats on 12hr patrols ranging a little further, and some long range scouts (like the TIE/re LoneScout-B) operating at very long range within the system, probably several days from the mothership and even checking nearby systems. These long range scouts would actually give the Rebel team a window of probably a day to scout and perform the assault before being discovered at the nearby rally point in Lanthrym by one of the LoneScouts.
So let's say the YT scouting mission is wonderfully successful, it returns in half a day without being discovered and reports the ISD is not on war footing or general quarters and running at normal routine operation of its skeleton crew on rotating shifts (with increased difficulties until general quarters is sounded and accomplished, meaning surprise is a terrific element in starfighter assaults against capital ships: they have several rounds to a few minutes of facing only skeleton crews if they gain surprise).
Next we embark the starfighter assault, a 3hr minor jump from the rally point at x1 (meaning due to slower attack craft the navigators will throttle it down for a 6hr journey and arrive together).
First thing we want is a good tactical approach. We have the specific location of the ISD as of only hours prior to the assault. Now we roll tactics for the Rebel fleet commander on site for the tactical situation on arrival, which will include prelimenary initiative at the opening engagement.
A poor tactics roll may mean the ISD has moved unexpectedly in the time it took to make the journey. A good one means everything pans out just as the Rebels hoped.
One tactics roll for starfighters as well as one for capital ships should be used, as the Neb-B will support the starfighter assault in a screening function and as a distraction.
Due to the recent scouting expedition, let's say the difficulty is moderate on either to exit hyperspace well inside the ISD support patrols and screens, leaving it essentially exposed to direct attack. A nifty trick and perhaps difficult will bring the Rebel assault inside the screening craft but just outside long gun range of the ISD. The starfighters will then accelerate to attack speed and cover the approximate 75 space units to the target quickly for the assault.
If surprise is gained the ISD should still be operating on skeleton crew for normal running, with general quarters alarms blaring aboard, but within a few combat rounds the TIE complement will soon be launching for emergency defence, and of course the point defence systems will be the first operational.
Now we start to use the specific attack craft specialised equipment and performance, the YT attempting electronics warfare, the B-Wings lumbering in for heavy assault and the faster starfighters engaging TIE and moving into close range for specific systems targeting on the ISD. |
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Darth_Hilarious Lieutenant Commander


Joined: 17 Apr 2013 Posts: 129 Location: Somewhere over there --------->
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Posted: Sun Sep 29, 2013 8:39 pm Post subject: |
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This sounds like my kind of mission 8) I cant wait to see how it turns out |
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lurker Commander


Joined: 24 Oct 2012 Posts: 423 Location: Oklahoma
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Posted: Mon Sep 30, 2013 1:02 pm Post subject: |
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Darth_Hilarious wrote: | This sounds like my kind of mission 8) I cant wait to see how it turns out |
+1 on that, I wish I could roll dice with you on that one !!! _________________ "And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain
Forgive all spelling errors. |
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Esoomian High Admiral


Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Thu Oct 03, 2013 8:25 pm Post subject: |
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garhkal wrote: | Kytross wrote: | If you're close enough to fire a torpedo at a cap ship without anyone getting a chance to shoot it down then you're probably inside the blast radius. 9D capital scale damage is going to take out any fighter.
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What then is the blast radius for torpeedos? Not one book i have read lists them? I have even asked about it here (mostly for the atmospheric side) |
In my mind the reason no blast radius is listed for a torpedo is because if you're close enough to be hit by the blast then it counts as a hit mechanically. With the speeds and distances involved in space combat a blast radius of 100 metres or whatever isn't going to hit anyone that the torpedo 'misses'. As for being too close to the torpedo you launched when it goes off I'd assume it has safety systems and is not armed until it is a safe distance away from the craft that fired it. _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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Fallon Kell Commodore


Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Sun Dec 22, 2013 7:27 am Post subject: |
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vanir wrote: | Proton torpedoes are rendered useless by particle shielding | I've seen you say that twice now, and I was wondering where you're getting it. I think it's not exactly true.
Torpedo spheres use proton torpedos to bring down planetary shields, which have a particle shield component. This implies to me that while particle shielding may have an effect against proton scattering warheads, they do not offer absolute protection. I liken it to kevlar, which is resistant to bullets, but will not reliably stop multiple impacts, high velocity bullets, flechettes, or really big slugs, unless you have a lot more kevlar than usual.
In 2E rules, a proton torpedo will do 9D damage to a starfighter scale target or 7D damage to a capital scale target. This offered reasonable parity to an ISD's 7D hull, so a starfighter pilot sneaking through the point defenses could expect to lightly damage the larger ship with a pair of torpedos, and may heavily damage it if he gets lucky. _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
Complete Starship Construction System |
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