From: Michael Brown <mwbrown@s...>
Date: Mon, 02 Feb 98 07:06:28 PST
Subject: Ortillery
> -- So, how many of what color chits do I draw, or was that d100 vs target die?
From: Michael Brown <mwbrown@s...>
Date: Mon, 02 Feb 98 07:06:28 PST
Subject: Ortillery
> -- So, how many of what color chits do I draw, or was that d100 vs target die?
From: Alex Williams <thantos@d...>
Date: Mon, 2 Feb 1998 22:48:04 -0500 (EST)
Subject: Re: Ortillery
> On Mon, 2 Feb 1998, Michael Brown wrote: > So, how many of what color chits do I draw, or was that d100 vs target Quality of Ship Crew, all Chits, Quality Die Type Inches in AoE, Scatters Leadership * 3in in random direction.:)
From: Robertson, Brendan <Brendan.Robertson@d...>
Date: Tue, 3 Feb 1998 14:52:02 +1100
Subject: RE: Ortillery
20 chits, all colours ignoring Systems down, Firer. Otherwise, 10d12 vs d4 target die. 'Neath Southern Skies ********************* Smeartrek: These are the voyages of the Starship Bubbles. It's continuing mission, to destroy new worlds, outbreed alien civilizations & to boldly go where not even idiot's dare to venture. users.mcmedia.com.au/~denian/ > -----Original Message-----
From: Thomas Barclay <Thomas.Barclay@s...>
Date: Mon, 31 Dec 2001 14:01:43 -0500
Subject: Ortillery
A lot of the assumptions about the power of shipboard weapons comes from assumptions about space combat. We don't really have a gamescale, so we make up numbers for time and distance, then backfigure to energies, with other assumptions, etc. This is all made up. What we do know is what the rules represent, and the use of ships weaponry against a planet other than ortillery isn't represented. So, why not figure from the known to the unknown, rather than from the made-up to the disagrees-with-known? Suppose the ortillery modules, as present in the game, are the only normally used weapons systems. Why is this the case? I think Ortillery is effective, but as I recall from SG2, hardly devastating. I never really focused on its DS2 effects, so pardon my ignorance. Perhaps the atmosphere diffuses lasers and plasma weapons to make them ineffective? Perhaps ship missiles are thus also rendered ineffective being bomb pumped lasers? Perhaps also they aren't designed to manouver in-atmosphere. K-guns and other kinetic projectiles may not be as powerful as people are suggesting. Several reasons exist: 1) You might fire not 30 rounds at 100kg, but 10,000 rounds in a turn at 0.1 kgs. Maybe a ship railgun uses a (conjectural) multiple-hit approach with each slug packing the impact of (say) an M1 tank round. 2) How tough are FT ships? Is destroying a point of armour eliminating 100 tons of material? I submit that it is not. I submit that it is penetrating said armour and either spalling it or just leaving enough of a hole that it is ineffective. This might take far less energy. 3) Lasers and other weapons, firing at the conjecturally less tough vessels may well not have the insanely high power levels I've heard discussed. Wrecking a bunch of hull boxes and killing a few crew and knocking out a system or two might not take that much energy at all... because a box is checked off on the SSD doesn't mean that the box is entirely annihilated. Destroying a system (since they can be fixed by DC) is probably representative of some component damage or software down or electrical feedback or something. So the K-gun may not liberate 11 Megatons. It may not even liberate 1 Mt. So, perhaps in the less overblown universe, these weapons then take on the proportions more likely to limit their utility versus ground targets. Additionally, the sensor rigs on ships not equipped with Ortillery modules may well not be too useful versus ground targets as both the software and the hardware is optimized for certain types of space warfare. The real reason to install an ortillery module may be to provide effective ground-covering sensors. And the types of ordinance installed may be some sort of a launch system that can deploy kinetic attacks or which can deploy varying warhead types. In summary, there are two ways to approach the problem: 1) make up some numbers for FT stuff, then try to redefine ortillery and how hugely powerful it is or 2) look at the rules in DS and SG and the lack of scale or speed or anything of that sort in FT or any definition of what constitutes destruction of a system and therefore abandon any imagined notions of UberMegaWeapons and think of a sensible way to explain the rules as they stand in DS and SG. Being the GZG universe, you are free to do what you want. I think the second option is actually more palatable. But don't go around claiming your solution makes more sense than the canonical one - you don't have enough data to make useful judgements (Jon's intentionally vague approach strikes again!). Tomb.
From: John Atkinson <johnmatkinson@y...>
Date: Mon, 31 Dec 2001 11:40:37 -0800 (PST)
Subject: Re: Ortillery
> --- Thomas Barclay <kaladorn@fox.nstn.ca> wrote: > Suppose the ortillery modules, as present in the Well, considering it's not IN SGII, that's hardly surprising. On page 44 there's a mention of the dice roll to request orbital fire support, but there are no rules to resolve it actually hitting the ground. Page 46 lists small, medium, large, and very large artillery shell (very large being indicated as coming from superheavy artillery or area saturation weapons, not space). There are rules for deadfall ordnance off of fighter-sized aerospace vehicles on page 50. There are rules for orbital insertion on page 51. There are no rules for orbital fire. > Perhaps the atmosphere diffuses lasers and Probably. > Perhaps ship missiles are thus also rendered Being that a bomb-pumped laser is just that--a weapon with a nuclear bomb as the detonator, I doubt that they would be "ineffective." I mean, a 10kT explosion is a freakin' 10kT explosion. I don't care how studly you are, you can't call that ineffective. They would be, however, like hitting a fly with a hand grenade. > Perhaps also they aren't designed to manouver Down is not difficult. > K-guns and other kinetic projectiles may not be You still have to be moving fast enough to hit the target. You're talking appreciable lag moving at light speed. Start to cut speed too low with no terminal guidance capability and you're getting useless. So instead of 11mT, you've got 11kT. Still not something I'm going to call down on a bunker. > targets. Additionally, the sensor rigs on ships This is highly likely. > The real reason to install an ortillery module Pet peeve: Ordnance. (Note this is not spelling flame, but word choice flame). > may be some sort of a launch system that can Well, by DSII rules the only difference between ortillery and artillery is the fact that ortillery scatters. > In summary, there are two ways to approach Or . . . we can go off of the little-remembered and rarely used module in More Thrust that treated them as pocket nukes. I can't for the life of me find my copy of MT, but perhaps some kind soul can repost those rules and we can hash out the PSB behind them. > Being the GZG universe, you are free to do what There isn't a canonical solution to the issue of firing starship main weapons at ground targets--unless you use to More Thrust rules which are hugely powerful--but leave residual radiation effects. Other than that, we are I suppose intended to use ortillery as just normal heavy artillery that happens to be immune to counter-battery. Which is a bit boring.