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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 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.
FTL devices other than teleportation modules cannot be used inside a planet's Hill Sphere.
NOTE: “Interdiction” systems previously allowed in the setting are no longer valid as of January 1st, 2011.
Values have been rounded for ease of calculation. 1 light-second = 299,792.458 kilometers.
Light-Seconds | Kilometers* | Notes |
---|---|---|
0.033 | 10,000 | For gameplay purposes any FTL weapon less than this far away is considered to hit instantly |
.1 | 30,000 | |
.25 | 75,000 | |
.5 | 150,000 | |
1 | 300,000 | This is the furthest any ships can reliably hit one another most of the time (For scale the distance from the earth to the moon on average is 1.3 Light Seconds) |
2 | 600,000 | At this range, misses are more common. (25% chance to miss) |
2.5 | 750,000 | (50% chance to hit) |
3 | 900,000 | Maximum engagement range. Accurate shots are rare (25% chance to hit). |