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Thread: Max Dg

  1. #1

    Max Dg

    Hey guys!

    Is there a max damage or amount of weapons that a ship can have based on size?

    I made a fighter recently and its size is 2, it has no warp drive, and does 5/5/5/5/5 with its torpedos.

    This just doesn't seem right.

    If you want to see the fighter, it is the Kaneda fighter in the post below.


    Can anyone help me?

    If Matt Damon is going to be Captain Kirk, does that mean Ben Affleck is gonna be Mr. Spock?

  2. #2
    Join Date
    Feb 2000
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    I see you have installed three torpedo launchers. Although there might me no rule preventing you from doing this, common sense should. How should three launchers plus all the torpedos fit into such a small craft?
    I suggest using only one launch system, even if there are several tubes from which torpedoes can be fired. This would reflect the overall inferiority to larger systems (like for example those found on Galaxy class ships) which can fire up to 10 torpedoes at once. Your system might need two or more tubes to achieve a similar effect.

    Ergi - Official rule-bender!

  3. #3
    I tottally agree.

    The only reason i ask is that in the Starship Book, a Danube runabout can add on a Tactical Pod that increases Torp dg to 4/4/4/4/0. (Pg. 50 Starship Book)

    The Akira Class Starship is supposed to have fighters and the description says that they are stripped down Danube's with more firepower.

    Thats why I thought my numbers were right, but then it seemed that a Fighter should not have as much dg as a Starship.

    The Runabout add-on just threw me.

    If you added the Tactical Pod on a Runabout, it could stand toe to toe with a K'vort Class Cruiser.

    Does this seem right?

    If Matt Damon is going to be Captain Kirk, does that mean Ben Affleck is gonna be Mr. Spock?

  4. #4
    Join Date
    Mar 2004
    Location
    London, England
    Posts
    165
    Hmmmmmm.....

    (Disclaimer: I do not own the Starship book!)

    I think three torpedo launchers is a little excessive. Personally I would say that two launchers on a ship that size would be pushing it (when you have to consider ammo storage too).
    Now, I know the rules say that you can fit three launchers in, but I would not allow it as it seems a bit over-kill. I can think of no valid reasons for not allowing it, other than there may be some kind of safety issue. Or, maybe the duration of sustainable fire may be an issue with the top brass.

    Allowing a runabout to stand toe-to-toe with a K'Vort class does seem a little silly. The tactical pod seems a little overpowered to me. I assume it has photorps on board. I would wonder how many it could fit into such a small space. Maybe the pod can have a limited duration to reflect this. So, yes, for a short while, a runabout could trouble a K'Vort, but in a sustained firefight the K'Vort should come out on top.

    As always, I think the rules should be treated as guidelines, and be modified when these loop-holes crop up, as the GM/Narrator sees fit.

    Cheers

    Tas
    I'm NOT stupid, I'm NOT expendable and I'm NOT going!

  5. #5
    Thanks!

    I appreciate the Feedback from everyone!

    If Matt Damon is going to be Captain Kirk, does that mean Ben Affleck is gonna be Mr. Spock?

  6. #6
    Join Date
    Jul 2003
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    Newcastle, England
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    Hmm yes i think that that ammount of damage coming out of a size 2 shuttleis a bit ludicrous but then it is possible - try filling her up with Borg weapons if you really want to minmax

    Bottom line here is though is that yes it could stand toe to toe with a K'vort, but would it win - most likelly not! And I shall tell you why.. if you face them off 1) the K'vort is likelly to have a good selection of hhardened crew - aka a Starship will usually command, on average, better tactical officers than a fighter craft.. Hence it will be easier for the K'vort to hit your ship. 2) Your fighters will have VERY poor shields if it's all gone on torpeodes - again with the hitting part.. 3) you have 10 and I count them again **10** structure - you get hit a couple of times you will be going down in no time! Especially if you have weak sheilds with no threshold and poor penetration!

    It's easy to manipulate the rules to do stuff like that but unless you are facing off with 29th century time pod technology you mini fighter will not last long !
    Ta Muchly

  7. #7
    Join Date
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    Location
    Flint, Michigan, USA
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    483
    Tas II mentioned "limited duration", by which I assume he meant limiting the number of shots/salvos that your little Size 2 missile tender has available. Are they firing all off at once? In other words: Sure a ship this size can do 4-pont missile attacks, but how many times? Drawing deckplans I can tell you that there is not a whole lot of space available for full sized torpedoes in the smaller vessels. How many salvos can it have in reserve then?

    This is not something (okay I think this is something, been a whilke since I read those rules) that is taken into account by the rules and maybe that isn't such a bad thing. That way each GM can set this up the way they are most comfortable. Some GM's may want to just let it ride and forget any kind of bookeeping in this way, which is cool depending on the way they envision their setting. Others might only limit the number of salvos for smaller or non-combat type vessels (like the Nova or a courier not intended for heavy-fighting). Some might want to do all the bookeeping and lay out a chart for how many missiles are fired for each damage level (1-point attack uses a single missile, a 2-point attack uses 3, a 3-point attack uses 5 etc.) then tick it off from the total number of missiles they think each vessel has. I'd say that for a vessel that size a 4/4/4/4/0 missile salvo is one shot, if they want two they'd have to split up the damage (one 3-pointer and one 1-pointer for example). You could encourage larger ships to conserve their torpedoes that way as well by making deals at dramatically appropriate moments without too much bookkeeping (Okay you can choose whether or not you do full damage and I mark off one less available shot or you do half damage and we say you have saved enough torpedoes in reserve for another complete volley).
    "If you haven't got anything nice to say about anybody, come sit next to me."
    - Alice Roosevelt Longworth

  8. #8
    LMAO Tobian!!!!

    You da man!

    If Matt Damon is going to be Captain Kirk, does that mean Ben Affleck is gonna be Mr. Spock?

  9. #9
    Join Date
    Jul 2003
    Location
    Newcastle, England
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    hehe .. well here's an idea I had (which might need tweaking!)

    Take the size of your ship and multiply it by your OV - so with big capital ships you will have several hundred 'points' and with small ships you will have only a few dozen..

    then these points represent the number of 'hits' your ship can do.. so for example if you hit for 5 penetration (always going off your max score in the first bracket) you knock off 5 points...

    So generally speaking bigger ships can do much more damage and can do it quite allot - even they are going to run out of salvoes of missiles at some points as they use up quite a few points in one turn!

    This way it will realistically represent how munchkin ships will run out of ammo fairly swiftly

    it also keeps it fairly abstract because no where in the rules does it state how many missiles are fired.. and if it did it wouldn't make any sense !
    Ta Muchly

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