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Starship Weapons

Spartan159

SOC-13
Knight
Am I missing something? Looking at page 342, why do so many starship weapons have world ranges?!? I have tried searching for something on making starship weapons, if anyone can point me toward a thread or do an example of what you can do with a TL 13 Dual Laser turret I'd appreciate it.
 
I would start with the 'How Weapons Work' chapter on page 386 ... this should give you all the basics of starship weapons.

There is a brief 'Space weapon creation' process starting on page 387 (bottom right of the page) ...

You will find Weapon TL stage effects on page 342 .....

EDIT; Don't use table B on page 342 for TL stage effects .... use the one on page 500 which I believe is the 'golden' version referenced in the Errata...

Good hunting!
 
Uhhhh.

Am I missing something? Looking at page 342, why do so many starship weapons have world ranges?!? I have tried searching for something on making starship weapons, if anyone can point me toward a thread or do an example of what you can do with a TL 13 Dual Laser turret I'd appreciate it.
To make Missiles King of Battle at the ACS scale, thus keeping players spending their hard earned CrImps. I mean Lasers that can do Light Second distances are far cheaper. :devil:

Also, I seem to recall from this board that the shorter ranges on the beam and energy weapons is more realistic. Project Rho has tons of info on space warfare and lasers. Basically, it tends to boil down to spinal mount laser ships, or so I recall.

Still once you decide to get into knife fighting range those beams, energy weapons and worst datacasters come into their own. If you have the right Mounts, Barbettes for the win. Or Bays if you can squeeze them in.

And andycowley has the correct method and pages and yep, the Stage Effects chart on page 500 is the Master Chart for Stage Effects.
 
Knife fighting is certainly what I'd call it.

What I come up with is:

Mod Or T2 Beam Laser 11: Mcr 1.75, 1 ton, R= 8, mod +1

And I'm still out to lunch on how QREBS affects something like starship components, as this one is modified does that mean gunners have a +3 mod and it weighs 2 kilos less (Smuggling room!!)?
 
Magnus said;
To make Missiles King of Battle at the ACS scale, thus keeping players spending their hard earned CrImps

...unless your target has built their ship with an Anti-kinetic armor layer which is 10x rating vs. Pen. making regular vanilla size 5 High explosive missiles useless :-) Break out the nukes!!!! (I have posted the entire issues with Ship weapons effects vs. Armor types problems & imbalances in the Errata thread on this board)

Spartan159 said;
And I'm still out to lunch on how QREBS affects something like starship components, as this one is modified does that mean gunners have a +3 mod and it weighs 2 kilos less (Smuggling room!!)?

QREBS is one element of T5 I have not yet adopted ... but I can see ways it would be applied to ship weapons ... Q drives maintenance schedule, R gives the chance the weapon will 'fail' at an inopportune time and S gives an indication of how 'dangerous' a failure is .... I don't think its right to add the E bonus to the weapon Mod as that is already factored in on the TL stage effects .... B likewise as TL stage effects already factor in dTonnage adjustment ....
 
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