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Vehicle combat question

In vehicle vs vehicle combat does one use the 10x personnel combat multiplier?

I don't remember this 10x personnel combat multiplier in MT... Would you be kind enough to remember me where is it explained.
 
I don't remember this 10x personnel combat multiplier in MT... Would you be kind enough to remember me where is it explained.

The only thing multiplied is the hits of ALL vehciles, weapon damages are not modified. It was in the Ref's Screen.
 
Yeah, so as Aramis says, if your vehicle has hits 2/5 when designed, it has 20/50 for planetary combat.
 
The only thing multiplied is the hits of ALL vehciles, weapon damages are not modified. It was in the Ref's Screen.

That's what I am trying to remember.

Alongside that Vehicle combat is considered personal combat as long as Starships aren't involved?
 
That's what I am trying to remember.

Alongside that Vehicle combat is considered personal combat as long as Starships aren't involved?

I guess they should, as otherwise any use of personnel/vehicle combat rules on starship combat is more than letal:

I'm not sure in any case about what do you mean with using personal combat rules. If you mean (as I understand) tht once they are so close vehicle rules should apply, just see that in most cases small ships (and so player's) won't last a single shoot:

According IE, a scout/seeker has armor 40 and hull hit capacity 90/225, while a free/far trader has also armor 40 and hull hit capacity 180/450. Even a Gazelle has armor 49 and hull hit capacity 387/988.

According PM (page 80), A laser has pen between 70 and 80, and dmg among 500 and 800. A single TL 13 laser hit will score 200-400 hits on a marginal success, 400-800 on a roll over the mínimum required and that amount will double, quadruple or be wightfold on higher rolls. So, if a TL 13 pulse laser rolls 4 over target on an armor 40 ship, it inflicts 3200 hits, enough to vaporize any IE ship (the ones armored, Gazelle and SDB would only receive half that amount, but that's more than enough to vaporize them).

Even vehicles' fusion guns (those on page 78 of RM) could be devasting against fighters, doing 15 hull (base, multiplied by success task) on any hit, with a ROF of 40+. That would cripple any craft under 17 dton ( the mínimum to have 15 hits before becoming inoperative), and probably to anything under 30 dton, as many hits would deliver at least double damage. That could easily lead to the fighter's meat grinder (metal grinder ;)?) HG_B told about above.

And I only talk about hull hits because hitting any other system makes it still worse, as the can whitstand less hits...

And, in any case, those rules whould lead to a paradigm change, as they will imply some changes on starship combat:

  • Fighters will only use nukes as standoff weapons, so most will be armed with beams only
  • Combat would begin with massive fighters dogfighting before any major ship even fires a shot
  • Most ships would carry a miriad of vehicles plasma/fusion guns for close defense against fighters
  • Probably other changes I cannot think about right now

Not saying this is good nor bad, just a major change, leaving that to anyone's opinion.
 
That's what I am trying to remember.

Alongside that Vehicle combat is considered personal combat as long as Starships aren't involved?

Even if... note that starship weapons are in the PM weapons tables. Starships are vehicles. Essentially, the RM has all the hits tracks at 1/10 what they should be EXCEPT for people.
 
So, in McPerth's example, if your party were having a shootout while trying to get aboard their scout/courier on the landing pad, and the laser-armed cutter parked over there managed to power up and start taking shots with its turret laser, their scout's hull hit capacity for that exchange is 900/2250 against the cutter's TL 13 pulse laser's 800 points (or less, or more depending on the roll), while the APC with its RP-Y is doing 30-ish points.

The lesson there is don't get into fights on the landing pad.
 
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