Adjusted Space Combat

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Adjusted Space Combat

Post by Agent Tash on Sat Jun 04, 2016 3:34 pm

Streamlined Space Combat

These rules streamline and greatly speed up traveler space combat. Adjusted skills and values are calculated in advance as described below.


Adjusted Space Range Table
0 +1
1 -1
2 -3
3 -4
4 -5
5-7 -6
8-10 -7
11-15 -8
16-20 -9
21-30 -10
31-45 -11
46-70 -12
71-100 -13
etc.
Battery Fire
The bonus for RoF is:
1/30: +1
1/15: +2
1/8: +3
1/4: +4
1/2: +5

All identical weapons on the same turret are fired together with a combined RoF.  3 Lasers fired together at standard rate would be equivalent to 1/20 instead of 1/60 giving an additional +1 to overall hit chance.  Multiple hits can be scored by a gunner’s margin of success divided by recoil.

Basic Space Weapon Table
360-MJ Laser does cDAM 2d+2(2).  (Recoil 2)
405-MJ Laser does cDAM 5d(2).    (Recoil 2)
Particle beam bay and Meson gun bay does cDAM 6d x 10 or 6d x 10!
Spinal p-beam and spinal meson gun does cDAM 7d x 30 or 7d x 30!
TL10 shaped-charge warheads do 3d+2 (10) cDAM, TL12 warheads do 5d-1(10) cDAM.

Size Modifier
Subtract 10 from listed size modifier.
Standard Missile: -10
10 dton Fighter: -4
100 dton Scout: -2
800 dton Merc: 0
30,000 dton Cruiser: +4

cHP: Divide a ship, turret or bay's hit points by 100.
cDR: Divide a ship's armor DR and meson screen DR by 100.

Selective, Pinpoint and Battery Fire
Standard turret has cSM of -5, a bay has cSM -3.
Pinpoint marksmanship uses a -16 penalty.

Collision and Point Defense (p. GT169)
Damage is expressed in cDAM (hundreds of points of damage).
When determining collision damage, use hull cHP rather than hull hit points to get cDAM.

Damage Control (p. GT170)
Repair cHP equal to margin of success but assume that all repairs are temporary jury-rigs that will last only a day or so before breaking down.


Adjusted Gunner Skill:

Rather than adding and multiplying huge numbers, it's easier to simplify them before play. Accordingly, before play begins, perform these calculations for each vessel:
Adjusted Gunner Skill: Use this formula (which includes the bonus for targeting program, Acc, and RoF) and record:

TL12 Command Bridge (2 x Gunner) -12. That is, Gunner-12 will have adj. skill 12; add +/-2 per level of skill above/below 12.
skill 8, increasing by +2 per each level of skill.

TL12 Basic Bridge: (2 x Gunner) -13. That is, Gunner-12 will
have adj. skill 11; add +/2 per level of skill above/below 12.

TL12 Cockpit: (2 x Gunner)-14. That is, Gunner-12 will have
adj. skill 10; add +/2 per level of skill above/below 12.

TL10 Command Bridge: (2 x Gunner)-14. That is, Gunner-12 will have adj. skill 10; add +/-2 per level of skill above/below 12.

TL10 Basic Bridge: (2 x Gunner)-15. That is, Gunner-12 will have
adj. skill 9; add +/-2 per level of skill above/below 12.

TL10 Cockpit: (2 x Gunner)-16. That is, Gunner-12 will have adj. skill 8. Add +/-2 per level of skill above/below 12.

This makes the playable assumption that ships will have the
best possible target program. (Assume that *one* program
will function for all turrets, contrary to prior rulings.) If you want to calculate all numbers individually, just take adj. gunner skill, add modifiers, then subtract 40.


Example:
Lt Pete Petowski is the pilot of a TL 10 Ferret class system patrol fighter.  It is equipped with two 360-MJ fixed laser cannons.  His gunner skill is 14.  The fighter has the best targeting software available at his technology level.

Adjusted gunner skill:
14 skill + 14 Accuracy (this is gunner doubled) + 10 size modifier + 7 rate of fire + 7 TL10 cockpit targeting program – 40 range adjustment: Adjusted gunner skill of 12.  Since the Ferret has two forward lasers this doubles his rate of fire, giving him a +1 to hit.  If he has an active fire control AESA lock on his target he gets an additional +2.  This means he would attack 800 Dton targets within 10,000 miles (0 hexes) at 16 or less, and targets 30,000 miles away would be at 11 or less.  Hitting a fighter his size at 0 hexes and active lock would be at 12 or less.  If Petowski hits, he does 2d+2(2) cHP per hit.  


Adjusted Scan:

Subtract 40 from Scan values in GTr 173.

Adjusted Scan Table:               PESA                        AESA                     Radscan
                                     TL10  TL 11   TL12       TL10  TL11  TL12      TL10  TL11  TL12
Cockpit:                            -5        -4      -3            -1     -1      0         -11     -10     -9
Basic Bridge:                     -3        -3      -2           +1    +1    +2          -9      -7      -5
Command Bridge:              -1         0     +1           +2    +2    +3          -8      -5      -2

Adjusted Scanner Skill (active/passive/rad):

Adjuster Scanner Skill = Electronics Operations (sensors) + adjusted size modifier 10 (not radscanner) + Adjusted Scan Table.

Example: Ensign Roe has Sensor skill 12 on the command bridge of a TL12 Cruiser.  Roe’s adjusted sensor values are:
Adjusted PESA: 12 + 1 scan modifier + 10 size modifier = 23
Adjusted AESA: 12 + 3 scan modifier + 10 size modifier = 25
Adjusted Radscanner: 12 – 2 scan modifier = 10


Skill Modifiers:

All:
Range: Use adjusted range table.

Active:
Size: Use adjusted size modifier.
Prior Detection: +4 between sensors if seen last round.
Adjacent to planet: -4
Ladar mode: -2
Basic Stealth: TL10 -6; TL11 -7; TL12 -8
Radical Stealth: TL10 -12; TL11 -14; TL12 -16

Passive:
Size: Use adjusted size modifier.
Adjacent to planet: -2
Silhouetted by star: -4
Within Atmosphere: -6
Basic Cloaking: TL10 -6; TL11 -7; TL12 -8
Radical Cloaking: TL10 -12; TL11 -14; TL12 -16

Radscanner:
Object using transponder or broadcasting on radio: +40
Object using AESA: TL 10 Cockpit (+29) TL 10 B Bridge (+31) TL 10 C Bridge (+32)
                            TL 11 Cockpit (+28) TL 11 B Bridge (+30) TL 11 C Bridge (+31)
                            TL 12 Cockpit (+28) TL 12 B Bridge (+30) TL 12 C Bridge (+31)
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Agent Tash

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