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guide:starship_combat [2014/04/16 16:01] – external edit guide:starship_combat [2023/12/20 18:20] – external edit 127.0.0.1
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 ====== Starship Combat Guide ====== ====== Starship Combat Guide ======
-This article aims provide a complete reference manual for the depiction of combat between starships in the [[:SARP]] and to incorporate the changes approved in the [[http://stararmy.com/roleplay/viewtopic.php?f=2&t=5825|Proposed Setting Revisions for 2011]] discussion.+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.
  
 ==== Anti-FTL ==== ==== Anti-FTL ====
-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. +Starships can be prevented from making [[guide:ftl|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. 
  
-FTL devices other than teleportation modules cannot be used inside a planet'[[http://orbitsimulator.com/formulas/hillsphere.html|Hill Sphere]].+Subspace detonations - such as those caused by the [[stararmy:weapons:ke-m2-w2907_countermeasure_augmentation_pods|Ke-M2-W2907-SDMM]] and the [[stararmy:weapons:ammunition:as-7#as-7-1-sdm_type_1|Type 1 AS-7-1-SDM]] - can also __temporarily__ prevent starships from making [[guide:ftl|FTL]] jumps.
  
-**NOTE: "Interdiction" systems previously allowed in the setting are no longer valid as of January 1st, 2011.**+FTL devices other than teleportation modules cannot be used inside a sun's [[http://orbitsimulator.com/formulas/hillsphere.html|Hill Sphere]]. 
 + 
 +**NOTE: "[[guide:ftl:anti-ftl_field|Interdiction]]" systems previously allowed in the setting are no longer valid as of January 1st, [[calendar:2011|2011]].**
  
 ==== Determining Damage ==== ==== Determining Damage ====
-See [[:damage rating]].+See [[guide:damage_rating_v3]] or [[guide:damage_rating_v2]] for older articles (we're converting to the new one).
  
 ==== Engagement Range Guidelines ==== ==== Engagement Range Guidelines ====
-Values have been rounded for ease of calculation. 1 light-second = 299,792.458 kilometers.+//Note: This section primarily applies to gun-based starship weapons in the settingsuch as railguns, plasma weapons, laser weapons, autocannons, antimatter weapons, mass drivers, etc.//
  
-^ Light-Seconds ^ Kilometers^ Notes ^ + Light-Seconds   Kilometers((Values have been rounded for ease of calculation. 1 light-second = 299,792.458 kilometers. 
-|  0.033  |  10,000  | For gameplay purposes anything less than this is considered to hit instantly | +))  ^ Notes ^ 
-|  .  30,000  +|  0.033  |  10,000  | For gameplay purposes, any light-speed weapon less than this far away is considered to hit instantly
-|  .25   75,000    +|  0.100   30,000  | | 
-|  .  150,000    +|  0.250   75,000  | | 
-|  1  |  300,000  | This is the furthest any ships can reliably hit one another most of the time | +|  0.500   150,000 
-|  2  |  600,000  | At this range, misses are more common. (25% chance to miss) | +|  0.750  |  225,000 
-|  2.  750,000  | (50% chance to hit) | +|  1.000   300,000  | This is the furthest any ship can reliably hit one another most of the time with light-speed weapons.((For scale, the distance from the earth to the moon on average is 1.2825 light-seconds.)) | 
-|  3  |  900,000  | Maximum engagement range. Accurate shots are rare (25% chance to hit). |+|  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)((A //**few**// weapons in the setting - such as [[stararmy:weapons:aether_shock_array|Aether Shock Arrays]] - have longer maximum engagement ranges.)) |
  
 ==== FTL Combat ==== ==== FTL Combat ====
-  * Combat while at FTL speeds is not possible in the [[:SARP]]+  * Combat while at [[guide:ftl|FTL]] speeds is not possible in the setting
-  * There are no FTL weapons in the SARPother than FTL torpedoes. Torpedoes can use FTL to enter an area but their actual attack runs can only be at STL speeds.+  * There are no FTL weapons in the settingapart from FTL torpedoes.(("Torpedo" in this instance is referring to any starship-grade missile-based weapon system, such as missiles, rockets, torpedoes, etc.)) 
 +    * These torpedoes can use FTL to enter an area but must make their attack runs at STL speeds.  
 +    * FTL torpedoes cannot utilize their FTL drives inside a sun's [[http://orbitsimulator.com/formulas/hillsphere.html|Hill Sphere]]. 
 +    * FTL torpedoes have a maximum FTL velocity of 12c (~3,600,000 kilometers/second or ~2,200,000 miles/second).
  
 ==== Related Articles ==== ==== Related Articles ====
-  * [[guide:space-combat-by-derran]]+  * [[guide:old_articles:space-combat-by-derran]]
  
 +===== OOC Notes =====
 +[[members:frostjaeger]] [[https://stararmy.com/roleplay-forum/index.php?threads/starship-combat-guide-update.59532/|updated]] this article on 2017/12/29 20:26 after receiving [[https://stararmy.com/roleplay-forum/index.php?threads/starship-combat-guide-update.59532/page-4#post-369624|approval]] from [[members:meta_mahn]] on 2017/12/24 12:00.

guide/starship_combat.txt · Last modified: 2024/03/30 13:35 (external edit)