I've been working on vehicle stats, and deiced to let the top-of-the-line duke it out.
So, it was a tag-team match in the skies among a handful of TL-14 or 15 grav vehicles. They could all fly, some very fast, some very slow, but they had the best armor and weapons that could be had. As soon as one went down, a new one would arrive to replace it.
Turn-1: TL-14 Light Grav Tank with Fusion Gun and TAC missiles vs. Tl-14 Armored Attack Speeder with VRF gauss gun and TAC missle.
The Tank's fusion gun doesn't score a hit due to the speeder's fast speed, but the TAC missile has a huge hit bonus to overcome that. The missile slams into the speeder and scores 3 major penetrations, the second of which explodes the speeder all over the landscape.
Turn-2: a TL-15 Armored Grav Fighter streaks in to avenge the speeder. It also misses with its fusion gun and hit the tank with a TAC missile, killing the crew and knocking out the drive, electronics, and main weapon.
But then, a Heavy Grav Tank-14 shows up. It also fires a fusion cannon and a TAC missile. The fusion cannon misses, but the missile hits the Grav Fighter, knocking out its electronics, but the fighter still flies! The fighter returns fire, launching another missile and fusion shot. The fusion shot misses, and the TAC missile would have hit, but the Heavy Grav tank has a point defense system and manages to shoot down the missile first.
Turn-3: The Grav fighter decides to save its last missile, seeing how effective the Point Defense was, and simply fires its Fusion cannon, which hits! It destroys the grav locomotion systems of the tank, which plummets to the ground.
Turn-4 a Grav APC-14 arrives to avenge the tanks. It fires off a missile, which hits the Grav fighter, knocking outs its engine, fusion cannon and drives, and it also plummets to the ground.
LESSONS:
It is perhaps not surprising that anti-aircraft missiles do most of the work in an aerial battle. The armor system is very unforgiving. The armor ratings run from 0 up to 70, the weapons penetration ratings run from 0 to about 79. However, if your armor is 6 points higher than the penetration of the weapon shooting at you, it cannot ever hurt you. If the penetration is 5 better than the armor, it will score a major penetration (which are really, really, permanently bad) every time.
I'm thinking that maybe I ought to change the roll for penetration after the hit. I'd like to have seen more minor penetrations or surface hits. Maybe a 2d6 roll that parallels the Personal Wound chart.
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