andycowley
SOC-10
My T5 group just completed a simulated starship combat to 'qualify' them operating a new starship they have obtained (I find this a useful campaign device to expose them to starship combat without actually having to risk their lives) ... during the action I found something odd and wanted to get peoples feedback here ...
Missiles .. It would appear from the Starship combat rules that if a missile survives Anti Missile fire (vs. an AM mode weapon) then it hits automatically ... in other words there is no need to make a starship weapon attack task roll in the next round (Target) for the Missile .... This seems odd to me as it would make Missiles the space weapon of choice almost exclusively for smaller ships ....
Example; Two starships with equal TL .... Size 5 missile launched at S= 6 with HW guidance and defended by a dual laser turret with mod = -2 ... The AM action roll is 1D< -2 (+5 -2 -5) ... therefore AM fire is ineffective and the missile automatically hits .... This ineffective anti missile fire remains true for any two ships of equal TL up to and including a single Barbette (B1 with mod +1) .. UNLESS you improve your AM weapon mount with stage effects (single turrets can't be effective until 'Ultimate' and a quad turret has to be at least 'improved') .... It gets MUCH worse with Self Aware and Operator Guided missiles ....
This seems to make missiles way too powerful for my thinking particularly given the automatic hit if AM fire is ineffective ......
Why wouldn't the gunner have to make a successful space weapon attack roll in the 'Target' round? (to make sure, for example, that he loaded the correct firing solution into the missiles HW guidance system) ...
Feedback is welcome ....
Missiles .. It would appear from the Starship combat rules that if a missile survives Anti Missile fire (vs. an AM mode weapon) then it hits automatically ... in other words there is no need to make a starship weapon attack task roll in the next round (Target) for the Missile .... This seems odd to me as it would make Missiles the space weapon of choice almost exclusively for smaller ships ....
Example; Two starships with equal TL .... Size 5 missile launched at S= 6 with HW guidance and defended by a dual laser turret with mod = -2 ... The AM action roll is 1D< -2 (+5 -2 -5) ... therefore AM fire is ineffective and the missile automatically hits .... This ineffective anti missile fire remains true for any two ships of equal TL up to and including a single Barbette (B1 with mod +1) .. UNLESS you improve your AM weapon mount with stage effects (single turrets can't be effective until 'Ultimate' and a quad turret has to be at least 'improved') .... It gets MUCH worse with Self Aware and Operator Guided missiles ....
This seems to make missiles way too powerful for my thinking particularly given the automatic hit if AM fire is ineffective ......
Why wouldn't the gunner have to make a successful space weapon attack roll in the 'Target' round? (to make sure, for example, that he loaded the correct firing solution into the missiles HW guidance system) ...
Feedback is welcome ....