Colonel_Tetsuya wrote:eliakon wrote:Where is the rule about cruise missiles?
I know that the Khreghor Berserker has that as a special rule for its salvo if fired from less than 3 miles away... but I am not seeing that as a universal CM rule. Can you share the citation please?
You cited it.
This is not the first, second, third, fourth, tenth, or fiftieth time that a rule governing all of something is noted in only one place in Palladium.
Firing with your off-hand? Thats a -2 strike. That rule is in the description for a single Power Armor, but is definitely a general rule regarding all weapons.
To bad that rule is printed in more than one source... so try again?
Colonel_Tetsuya wrote: I literally just read this for the first time last week. Its been a rule for over 20 years.
For that one ship yes.
Colonel_Tetsuya wrote:Firing an FSEclip weapon with one hand? Penalty to strike. Noted in only one weapon, but applies to all of them. Also something i re-discovered recently, (i do remember reading it before once i was reminded of it.) Also a rule for more than 20 years.
Citation? You simply asserting something neither makes it true nor proves your point.
Colonel_Tetsuya wrote:We know the Berserker fires off-the-shelf cruise missiles.
So, what part of the following makes you think, in any way, that this only applies to the Berserker?
We know that various guns fire off the shelf bullets and yet they can have different rules...
Oh, and because it doesn't say this in any other ship, nor does it mention this amazing super power when talking about point defense.
So unless you can cite anything else it is simply your house rule that this is a universal rule.
No really, the universal rule is pretty specific about shooting down missiles. So to claim that the universal rule has been changed you need to have something better than the unique rule for one specific ship.
Colonel_Tetsuya wrote:Countermeasures will work if missiles are launched at a distance greater than three miles. Otherwise, the missiles will reach the target in less than one second! Only a counter-volley of 20 missiles or more will stop the barrage (roll 2D6+8 to determine how many cruise missiles were destroyed; the remainder will hit the target).
There's nothing special noted about this launcher, at all. These are off-the-shelf cruise missiles.
If you're within 3 miles, they hit in less than one second.
Which is not something that normal cruise missiles can do normally since the don't move that fast...
...so there appears to be something different about the Berserker.
Who knows, maybe it has some sort of accelerator that fires its missiles faster or something...
Since 3 miles in under 1 second is just over Mach 16... which is faster than any cruise missile in the game
Note that the missiles in question move at Mach 9.
Colonel_Tetsuya wrote:eliakon wrote:Yeah... so with Cruise Missiles just as vulnerable to counter fire as any other missile (the sole exception is the unique berserker ship if it fires from less than 3 miles away...which is under minimum range for many cruise missiles to start with!)
Again, this would not be the first, tenth, twentieth, or fiftieth time a hard-and-fast-rule that applies to ALL occurences of something is explained in a single description somewhere. There is NO word of any kind that the Berserker-class has special launchers or missiles. Just that their tactic is to close to short range and let loose with huge volleys of missiles. Said huge volleys of missiles aren't easily interdictable at such short ranges, which is why they do it.
This isn't stated as a hard and fast rule though. It is stated as how the Berserker works. You are simply claiming that it is a universal rule and that it applies to all missiles.... with out any proof other than "I assert that any rule in any individual item is universal"
Colonel_Tetsuya wrote:There's also no minimum range for Cruise Missiles. You're literally making that up.
Since some missiles have ranges listed as "x to y"... yeah there appears to be a minimum arming range on them.
(For example 3 miles is still with in the blast radius of thermo-nuclear bombs...)EDIT: on further reading of the books vs my notes I will admit that I was in the wrong here. I was conflating variable ranges on the LAUNCHERS with minimum ranges on the MISSILES. Totally my mistake. Colonel T. is correct, there is no minimum range on missiles of any sort that I can find.
Claim withdrawn eliakon
Colonel_Tetsuya wrote:The Hunter-class Destroyer mentions that they usually close to within less than one mile to use their single-shot Cruise Missile Launcher. The Warshield-class cruiser notes "Optimum Launch Range is 1 to 3 miles". The Smasher-class cruiser repeats the rule, even though the volley sizes are different, and it specifically notes that the Smasher-class is meant to fight at long range, and that Captains often came up as Berserker captains and try to fight their ships the same way. The rule is again repeated in the Doombringer Dreadnaught description, again with different volley sizes. Another mention of optimal range being 1-3 miles.
Odd that none of THEM mention this supposed "universal rule" about how they work then...
Colonel_Tetsuya wrote:Also:
Phase World Sourcebook, Page 106 wrote:-last paragraph-
Large vessels cannot dodge even one missile, let alone a volley of missiles. The only option is to shoot the missiles before they hit. If missiles are launched at point blank range, (one mile/1.6km or less), their speed is such that they simply cannot be stopped by anything other than a forcefield (see below).
That implies that ANY missiles launched within 1 mile cant be interdicted, not just Cruise Missiles.
Unless of course you had say... a device that specifically stated that in its text that it can stop any volley of missiles and works specifically at 1 mile range...
(like say the counter missile system from MiO… which is hilarious that the Earthlings have the best point defense in the galaxy)
(Or you have anything up that has a %chance to destroy missiles automatically)
(Or you have any sort of automatic damage effect up)
(Or...)
Colonel_Tetsuya wrote:So, what we have is:
Normal missiles launched at any range above 1 mile out can be interdicted by point defense weapons fire, a counter-volley (and if you have the same number of missiles, they just automatically destroy the entire incoming volley), or any other means.
Correct,
any missile can be interdicted
Colonel_Tetsuya wrote:Cruise missiles launched between 3 miles out and 1 mile out can only be interdicted with large volleys of counter-missiles (20 or more) and some might still get through no matter what.
Nope.
Only if fired by a Berserker.
Colonel_Tetsuya wrote:ANY missiles launched at ships within 1 mile hit automatically and cant be interdicted at all, by anything, and are only stopped by forcefields if they are up.
Which seems odd that space ships are less capable than anything else in the game but meh.
So unless you have a counter missile system (which explicitly states that it will engage and shoot down missiles automatically and works at less than one mile...) or some other system that states that it has specific rule X.
Colonel_Tetsuya wrote:I am not seeing why improving all the OTHER warheads but not cruise missiles makes any sense.
We boosted every other category of missile across the board...
but now, cruise missiles instead of being around 10x better than an LRM... are 2x better.
With less range!
Remember old LRM to Cruise missile ratio was
4d6x10 vs 2d6x100 (pretty impressive really)
now its 2d4x100 vs 2d6x100 (barely any better, and with less range)
Except that Anti-matter warheads do 4d6x100. Three times as much as an LRM. And, again,
these are the commercially available, even to private citizens models.
The "military grade" missiles are all WAY better.
And your missing the point.
The are ALL commercial grade.
But the old ratio was 4d6x10 vs 4d6x100
Now it is 2d4x100 vs 4d6x100
So... x3 damage?
For Antimatter Cruise missile vs LRM Nuke
Or you know you can buy an off the shelf conventional Cruise missile that does
2d6x1000 to a 500' radius...
Not a Singularity, not a Splinter just a generic cruise...
Colonel_Tetsuya wrote:That seems... pointlessly small of an improvement to pay that much more size and money for.
Especially since you could just use a Tomahawk LRM and do 3d4x100 to a 1000' radius and 1d4x100 to a 3 mile radius
Except that literally no one, not even the TGE, uses WMD in the Three Galaxies. They dont bombard planets with Cruise Missiles, either. (They stop at blasting cities with lasers from orbit) So no, you couldn't just "use a Tomahawk". They dont use weapons of that type in the Three Galaxies. Not even the evil dudes.
I would bet that if the writers remembered that they had them they would
Also, you seem to be confused about the game.
The official material is explicit that the TGE *does* use WMD, and in fact the main armament on some of their ships is mass drivers specifically for ground bombardment. It is explicitly only the CAF that has outlawed that
So the claim that the TGE is some sort of cuddly good guy.... 100% head canon.
But okay... lets just look at the off the shelf stuff
normal cruise missile
x100
Oh wait... off the shelf heavy cruise missiles and racial missiles are all x1000
So all the heavy gear got bumped up to the new tier... but not *antimatter*
Colonel_Tetsuya wrote:So.. again, im not seeing the issue here.
Because anti-matter cruise missiles are doing less damage than anything that was written afterwords.
The older missiles didn't get improved while every later missile DID.
Colonel_Tetsuya wrote:Cruise Missiles are still better. They do more damage (even the crappiest of crappy "civilian" clean-nuke CMs do more than an LRM, and the Anti-Matter ones do 3x as much), are harder to interdict, and have more MDC (so even if you do get a shot in at them, its a lot less likely to detonate the missiles).
Do barely more damage
Just as easy to interdict unless fired from one specific ship using one specific special snowflake rule
A slightly more MDC (45 vs 20)
and most have less range (1,000 miles)
Colonel_Tetsuya wrote:"Military Grade" cruise missiles are even better.
No... you seem to be under the impression that there is a difference.
You must be reading a different set of books here.
The military grade stuff is no better.
Not in the slightest
Nerzam Torpedo? Ion Torpedo? Anti-Ship Torpedo? Same level of junk just a reskin of the other two missiles.
The only ones that are in the x1000 are Singularity, Splinter, Phase and the three heavy cruise (of which only the singularity is 'military grade' either)
Colonel_Tetsuya wrote:Now, for the K-hex stuff, we're in agreement. Probably should have been updated in Naruni Phase Two.