Harley Quinn X |
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It depends on what type of weapons your ship is equipped with, and where the missile is coming from! There's a a starship weapon property called Point that can shoot incoming missiles as they get close to you.
Point
A weapon with this special property is always short range and
can’t be fired against targets that are outside the first range
increment. If a tracking weapon would hit a ship in an arc that
contains a weapon with the point special property, the gunner of
the targeted starship can attempt an immediate gunnery check
with the point weapon against the incoming tracking projectile
using the bonus listed in parentheses in the weapon’s Special
entry (instead of her usual bonus to gunnery checks). The DC for
this gunnery check is equal to 10 + the tracking weapon’s speed.
If the attack hits, the tracking weapon is destroyed before it can
damage the ship. A point weapon can be used to attempt only one
such free gunnery check each round, but this usage potentially
allows a point weapon to be fired twice in a single round.
While point weapons are great defensive measures, they are limited in offensive range and can only stop one missile per round. If you have two ships concentrating on one of your arcs with targeting weapons then your point weapon can only try to stop one of them each round.
The Mad Comrade |
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Range is not the problem ... (a) whether or not the target is still where it was when the projectile was fired is a different matter altogether; and (b) the velocity of said projectile. Even a mach-10 railgun only covers 2 miles per second. With ships moving at least 28 miles per second ... well ...
Metaphysician |
Don't forget that the size of each "hex" is itself vague and variable, but almost certainly large. A Short range weapon is almost certainly shooting at targets much, much further away than any handheld gun ( unless your leaning very heavily towards Star Wars, in which case, your guns aren't benefiting from extreme shot speed or advanced targeting. . . ).
Pax Rafkin |
I think of it less of an issue of the round getting there and more an issue of targeting over long distances.
Pax Rafkin wrote:Considering projectiles don't stop or really even slow down in space, I find the "range" of these weapons to be ridiculous.
I suppose my real problem is when would you ever choose a short range weapon over a long range weapon when all that really matters is the velocity of the projectile.
The Sideromancer |
Tryn wrote:Mhhh.. if you put a "point" weapon at your turret you have a 360° missile defense or?You have to choose which direction to aim the turret every gunnery phase, so you might guess wrong if missile armed enemies are in more than one quadrant.
This is part of why better initiative in starship combat has you move second.
Andy Brown |
Xenocrat wrote:You have to choose which direction to aim the turret every gunnery phase, so you might guess wrong if missile armed enemies are in more than one quadrant.Where did I miss this part about aiming a turret?
Same place I missed it :)
Just did a search for turret in the pdf and can't find any such rule
LuniasM |
All I've found about turrets and facing is this:
Most nonturret weapons can fire only in the firing arc where they’re mounted; turret weapons can be fired in any arc.
Nothing in the CRB says you're limited to one arc per turn with a Turret-mounted weapon. The one limitation is that a Point weapon can only be fired twice per turn - once to attack an enemy ship and once to intercept an enemy missile. That means your Turret-mounted Point weapon can only cover any side once per turn, so you'll want either more than one Turret-mounted Point weapon or more coverage in other arcs (Port and Starboard are the largest so I suggest those).