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Missile Racks and Speed Restrictions?

#1
Should Missiles be given speed restrictions?

If the target has a Drive of 12 or less then the Missile's have not problem

But for every Drive above 12 the target give the Missile pack a -1 to hit.

Alternatively another more extreme method is Missiles have a SR0

This would mean that small fighters may get a chance of not being hit by 5 packs

If that is too much add the number of missiles hitting the target as a plus one.

Pitviper with a pokey Drive 19+15 DV means that a 10pack missile Launcher has an average 35pts to hit the target.

If this is too much maybe a SR of 5?
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#2
(02-10-2018, 09:44 PM)Smurf Wrote: Should Missiles be given speed restrictions?

If the target has a Drive of 12 or less then the Missile's have not problem

But for every Drive above 12 the target give the Missile pack a -1 to hit.

Alternatively another more extreme method is Missiles have a SR0

This would mean that small fighters may get a chance of not being hit by 5 packs

If that is too much add the number of missiles hitting the target as a plus one.

Pitviper with a pokey Drive 19+15 DV means that a 10pack missile Launcher has an average 35pts to hit the target.

If this is too much maybe a SR of 5?

I'll stand with the 0 speed restriction for normal missiles as they're currently published. That said, how about a heavier caliber of missile that hits on a D6, but gets an additional +1 to damage for each missile, but has a TSR of 14? So it's handy against medium SPACs/TPACs to heavy MPACs, but the faster smaller craft like the Thunderbird or Dart are just too fast for the bulkier, slower, less maneuverable Heavy Missiles to catch.
"Pathetic earthlings. Hurling your bodies out into the void, without the slightest inkling of who or what is out here..."

- Ming the Merciless
  Reply

#3
(03-20-2018, 09:15 PM)Karelian Suomi Wrote:
(02-10-2018, 09:44 PM)Smurf Wrote: Should Missiles be given speed restrictions?

If the target has a Drive of 12 or less then the Missile's have not problem

But for every Drive above 12 the target give the Missile pack a -1 to hit.

Alternatively another more extreme method is Missiles have a SR0

This would mean that small fighters may get a chance of not being hit by 5 packs

If that is too much add the number of missiles hitting the target as a plus one.

Pitviper with a pokey Drive 19+15 DV means that a 10pack missile Launcher has an average 35pts to hit the target.

If this is too much maybe a SR of 5?

I'll stand with the 0 speed restriction for normal missiles as they're currently published. That said, how about a heavier caliber of missile that hits on a D6, but gets an additional +1 to damage for each missile, but has a TSR of 14? So it's handy against medium SPACs/TPACs to heavy MPACs, but the faster smaller craft like the Thunderbird or Dart are just too fast for the bulkier, slower, less maneuverable Heavy Missiles to catch.
 What book is the 'heavier missile system' in?

I thought all missiles add+1 to damage after High Dice were calculated.
  Reply

#4
(03-20-2018, 09:57 PM)Smurf Wrote:
(03-20-2018, 09:15 PM)Karelian Suomi Wrote:
(02-10-2018, 09:44 PM)Smurf Wrote: Should Missiles be given speed restrictions?

If the target has a Drive of 12 or less then the Missile's have not problem

But for every Drive above 12 the target give the Missile pack a -1 to hit.

Alternatively another more extreme method is Missiles have a SR0

This would mean that small fighters may get a chance of not being hit by 5 packs

If that is too much add the number of missiles hitting the target as a plus one.

Pitviper with a pokey Drive 19+15 DV means that a 10pack missile Launcher has an average 35pts to hit the target.

If this is too much maybe a SR of 5?

I'll stand with the 0 speed restriction for normal missiles as they're currently published. That said, how about a heavier caliber of missile that hits on a D6, but gets an additional +1 to damage for each missile, but has a TSR of 14? So it's handy against medium SPACs/TPACs to heavy MPACs, but the faster smaller craft like the Thunderbird or Dart are just too fast for the bulkier, slower, less maneuverable Heavy Missiles to catch.
 What book is the 'heavier missile system' in?

I thought all missiles add+1 to damage after High Dice were calculated.

It isn't. The closest thing are the Hammerhead missiles found in Universal Night Watch and the Yoka-shan Plasma missiles the later of which delivers a harder punch.

The UMW Hammerhead has a range of 15 hexes but with a -2 lock on penalty for the extra five hex range band, while the Plasma Missiles used by the Warworlders use a D8 instead of a D6 for each missile's attack roll, while Damage is High+2. 

So our hypothetical Heavy Missiles should probably run a range maximum of 15 like the Hammerhead with the same lock-on penalty for the extra 5-hex range band, and use a D6 for their attack dice with a +4 to damage, and a Target Speed Restriction of somewhere on or between 12 and 14. 

Point cost could be double a normal Missile system for each magazine size, and slot costs doubled as well. This would give an intermediate range guided weapon system between Missile Launchers and the various marks of torpedoes.
"Pathetic earthlings. Hurling your bodies out into the void, without the slightest inkling of who or what is out here..."

- Ming the Merciless
  Reply

#5
(03-20-2018, 11:40 PM)Karelian Suomi Wrote:
(03-20-2018, 09:57 PM)Smurf Wrote:
(03-20-2018, 09:15 PM)Karelian Suomi Wrote:
(02-10-2018, 09:44 PM)Smurf Wrote: Should Missiles be given speed restrictions?

If the target has a Drive of 12 or less then the Missile's have not problem

But for every Drive above 12 the target give the Missile pack a -1 to hit.

Alternatively another more extreme method is Missiles have a SR0

This would mean that small fighters may get a chance of not being hit by 5 packs

If that is too much add the number of missiles hitting the target as a plus one.

Pitviper with a pokey Drive 19+15 DV means that a 10pack missile Launcher has an average 35pts to hit the target.

If this is too much maybe a SR of 5?

I'll stand with the 0 speed restriction for normal missiles as they're currently published. That said, how about a heavier caliber of missile that hits on a D6, but gets an additional +1 to damage for each missile, but has a TSR of 14? So it's handy against medium SPACs/TPACs to heavy MPACs, but the faster smaller craft like the Thunderbird or Dart are just too fast for the bulkier, slower, less maneuverable Heavy Missiles to catch.
 What book is the 'heavier missile system' in?

I thought all missiles add+1 to damage after High Dice were calculated.

It isn't. The closest thing are the Hammerhead missiles found in Universal Night Watch and the Yoka-shan Plasma missiles the later of which delivers a harder punch.

The UMW Hammerhead has a range of 15 hexes but with a -2 lock on penalty for the extra five hex range band, while the Plasma Missiles used by the Warworlders use a D8 instead of a D6 for each missile's attack roll, while Damage is High+2. 

So our hypothetical Heavy Missiles should probably run a range maximum of 15 like the Hammerhead with the same lock-on penalty for the extra 5-hex range band, and use a D6 for their attack dice with a +4 to damage, and a Target Speed Restriction of somewhere on or between 12 and 14. 

Point cost could be double a normal Missile system for each magazine size, and slot costs doubled as well. This would give an intermediate range guided weapon system between Missile Launchers and the various marks of torpedoes.

Sounds good, do like Captain Picard and "make it so"
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