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Mr Lictor

Attacking Attack Craft

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Reading through Battlefleet Koronus, and I have a question about attack craft. Is it possible for a ship to destroy them (other than with turrets)? The Eldar Shadowhunter (pg 91-92) has a special rule allowing it to ignore penalties for firing on torpedos and attack craft, but I can't find any mention of how such a thing would be resolved. Any help would be appreciated, thanks.

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Although if you wanted I suppose you could count each shadowhunter as a squadron of fighters capable of intercepting other attack craft. If they fail in the ensuing dogfight 1d5 points of damage per degree of failure sounds appropriate.

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In Battlefleet Gothic, the wargame which came before Rogue Trader ship combat, attack craft squadrons could be targeted by macrobattery and lance fire just like anything else. But they were extremely hard to hit.

In BFG, for each point of Strength a Lance or Macrobattery has, you roll 1d6 to hit. Lances hit on a 4+, Macrobattery fire got compared to both an accuracy chart and armor, losing or gaining points of Strength depending on the range and comparative movement of the ships, and comparing die roll results to the ship's armor (Escorts might have 4+ armor, so results of 4, 5, and 6 would do damage, while a cruiser might have 5+ armor, with 6+ in the fore arc).

Attack craft got the most dice taken away on the accuracy chart, reducing most batteries to maybe one or two dice from a Strength 6 battery, and even Lances would only ever hit on a 6. But, one hit would destroy an entire Wing.

So in considering this, I would apply a severe accuracy penalty to shots against squadrons of attack craft, and might give them an opportunity to dodge the shot. But, if the shot connects, the sheer destructive power possessed by ship-to-ship weapons could annihilate an entire wing.

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Mr Lictor said:

Reading through Battlefleet Koronus, and I have a question about attack craft. Is it possible for a ship to destroy them (other than with turrets)? The Eldar Shadowhunter (pg 91-92) has a special rule allowing it to ignore penalties for firing on torpedos and attack craft, but I can't find any mention of how such a thing would be resolved. Any help would be appreciated, thanks.

I could have sworn I wrote a rule for that...

Yes... yes I did. There was a sidebar about the matter which must've been cut for some reason.

Obviously, I can't speak for FFG on this one, so this is a houserule unless someone more important than me says otherwise, but here's what my manuscript for my part of that chapter had to say on the matter:

Big Guns, Small Targets
While the guns of fighters and defensive turrets are well-suited to stopping incoming bombers, assault boats and torpedoes, these weapons do have their limitations, namely range. At times, it may be desirable to stop incoming ordnance long before fighters or turrets can deal with it, turning macrobatteries and lances against such small targets.
Firing at torpedoes or attack craft with normal weapons is difficult, so small and quick are the targets, but they can seldom stand up to weapons that tear other starships asunder. Against torpedoes and attack craft, normal weapons suffer an additional –20 penalty to hit. However, every hit caused immediately defeats either a single squadron of attack craft or a single torpedo.
 

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N0-1_H3r3 said:

I could have sworn I wrote a rule for that...

Yes... yes I did. There was a sidebar about the matter which must've been cut for some reason.

Obviously, I can't speak for FFG on this one, so this is a houserule unless someone more important than me says otherwise, but here's what my manuscript for my part of that chapter had to say on the matter:


Thanks, that really should have been in the book.

I like how that really epmhasizes the role of carriers as support vessels that depend on Escorts and that are not that strong at 1v1.

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guest469 said:

I have difficulty visualizing how a single lance strike takes out an entire squadron of attack craft. 

Depends on beam duration - lance beams aren't tiny, thin little laser-pointer beams that fire only for a split second, but huge great pillars of ravening energy. A couple of seconds shot duration and a few degrees of traverse from the turret should be more than capable of sweep across the space occupied by an attack craft squadron.

Also remember that a defeated squadron isn't necessarily destroyed - some of them might be, but the majority may well have just decided that running away is better for their survival chances...

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I can only assume that the side block was removed to make the rules feel more like Battlefleet Gothic - the whole book has that tone. And in BFG, you can't shoot fighters with battery or lance fire (they're very, very tiny compared to ships and much more manouevrable). That would be my guess.

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Cannonball said:

I can only assume that the side block was removed to make the rules feel more like Battlefleet Gothic - the whole book has that tone. And in BFG, you can't shoot fighters with battery or lance fire (they're very, very tiny compared to ships and much more manouevrable). That would be my guess.

Actually, you can shoot at attack craft and torpedoes with batteries and lances (as has already been summarised in this thread) in BFG - it's just really difficult.

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I actually asked about this right after getting it, since in the entry for the Eldar Shadowhunter it says it ignores the penalties for shooting at them.  For shooting down fighters/torpedoes with anti-**** weapons, you take a -60 modifier to hit.

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N0-1_H3r3 said:

guest469 said:

 

I have difficulty visualizing how a single lance strike takes out an entire squadron of attack craft. 

 

 

Depends on beam duration - lance beams aren't tiny, thin little laser-pointer beams that fire only for a split second, but huge great pillars of ravening energy. A couple of seconds shot duration and a few degrees of traverse from the turret should be more than capable of sweep across the space occupied by an attack craft squadron.

Hah, man I love that visual.

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