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Starship weapons/armor

esampson

SOC-13
Searching through the core rules and the errata I can't seem to find anything for converting damage between starship/spaceship weaponry and personal combat damage. In a previous post someone had said that it was x100, but I can't seem to find anything to support this (it is possible that what they meant was that armor is x100 vs heat due to Chart C on page 336 but I'm not sure if '.vs Heat' is suppose to automatically apply which is why they didn't give it a code or if they accidentally left off the code).

This isn't so much that I'm looking at what would happen between a person shooting at a ship with a rifle while the ship fires back with its laser. I think the result of that is pretty clear. This is more because the damage charts do go up to some very significant numbers which would be pretty much instant death for a character but which would merely be damaging to a ship.
 
Its not clearly stated anywhere, but if you check out pages 55, and 393 both in the bottom right corner you will find charts that imply that different sized weapon or armour have different values versus the various damage types.
 
Well, 393 is just talking about different sized weapons, so it is sort of like saying that a small projectile does X and a larger one does 2X. The missiles all do damage in the same 'scale'.

55 is probably closer to what I need and seems to imply that the difference is about 10:1, but again it isn't explicit.

Part of the reason for this is I'm trying to make some sense of reentry heat and friction. For what T5 terms 'fast re-entry' it is suppose to inflict 2000/friction hits. It looks like that is personal combat scale, though, since A) that would be an absurd amount of damage and B) there's a chart elsewhere in the book that lists the damage for re-entry temperatures as 2000 for characters.

Obviously characters and ships do not do damage on the same scale (or else a handgun does more damage than a turret mounted fusion weapon). Relying on the x100 modifier for chart C doesn't actually work either because certain structures can't use it and even at the slower re-entry speeds the damage would be ridiculously high. It would be theoretically possible to make a ship that can't use the x100 mod that could land at slower speeds but it would take an unreasonable amount of armor layers considering the speed and even then there are other aspects that wouldn't be addressed (how much pressure can a hull withstand? What about shooting a starship with a heavy vehicle mounted weapon?)
 
In the Beta addition it states on the starship armor page that "Space AV x 10 equals each Personal AV: Ar= Ca= Ra= So= In= Se= (FlashProof= TL minus 6)".

It would be nice to locate something like this in the official rules.
 
No my point about page 393 is that Starship missiles (Size-5) are the benchmark and that Size-4 missiles do 1/10th while Size-6 do x2. Bullets are Size-1 Missiles therefore Grenades and Artillery (Guns/AC/Gatling/Cannon) would be Size-2 and Shoulder launched missiles/rockets/bullets would be Size-3.

So you could interpret the chart to say that Size-3 is either 1/100th or 1/20th damage versus Starships, Size-2 is 1/1000th or 1/40th and Size-1 as 1/10000th or 1/80th damage.

I personally don't do this but have taken everything Size-4 and below to be 1/10th damage versus Starships or more correctly that Starship armour is 10x effective versus personal weapons.

I am also toying with adding the Size of the missile to damage either once or on each die to make artillery and launchers a little more damaging because as they stand they can do less damage than a pistol or rifle.
 
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