This article aims to provide a complete reference manual for the depiction of combat between starships in the setting and to incorporate the changes approved in the Proposed Setting Revisions for 2011 discussion.
Starships can be prevented from making FTL jumps by targeting them with a graviton beam. This effect is not cumulative (more graviton beams do not make it work any better) and it only works on ships of the same or smaller size class.
Subspace detonations - such as those caused by the Ke-M2-W2907-SDMM and the Type 1 AS-7-1-SDM - can also temporarily prevent starships from making FTL jumps.
FTL devices other than teleportation modules cannot be used inside a sun's Hill Sphere.
NOTE: “Interdiction” systems previously allowed in the setting are no longer valid as of January 1st, 2011.
See Damage Rating (Version 3) or Damage Rating (Version 2) for older articles (we're converting to the new one).
Note: This section primarily applies to gun-based starship weapons in the setting, such as railguns, plasma weapons, laser weapons, autocannons, antimatter weapons, mass drivers, etc.
Light-Seconds | Kilometers1) | Notes |
---|---|---|
0.033 | 10,000 | For gameplay purposes, any light-speed weapon less than this far away is considered to hit instantly. |
0.100 | 30,000 | |
0.250 | 75,000 | |
0.500 | 150,000 | |
0.750 | 225,000 | |
1.000 | 300,000 | This is the furthest any ship can reliably hit one another most of the time with light-speed weapons.2) |
1.500 | 450,000 | |
2.000 | 600,000 | At this range, misses are more common. (75% chance to hit) |
2.500 | 750,000 | (50% chance to hit) |
3.000 | 900,000 | Maximum engagement range for light-speed weapons. Accurate shots are rare. (25% chance to hit)3) |
Frostjaeger updated this article on 2017/12/29 20:26 after receiving approval from META_mahn on 2017/12/24 12:00.