Nebulae Combat
Posted: Mon Nov 14, 2011 11:57 pm
SAUCE FOR THE GOOSE:
Combat Inside Nebulae
by Patrick J. Doyle
During most Star Fleet Academy Tactics courses, when the subject of combat within Nebulae comes up, the instructors traditionally make some vague reference to nebulae as being "sauce for the goose." This usually draws confused looks from the cadets, amusing the instructors. Occasionally, a brave cadet will ask what it means, in a tone that teenagers have perfected, indicating clearly that the adult has lost his mind. This does not amuse the instructors nearly as much.
At this point, the instructor draws a deep breath (to calm his/her nerves, human youth can be very trying, even for Vulcans) and explains that nebulae are the great equalizer. They will even the odds between large and small ships or between damaged and undamaged ships.
When inside a nebula, most systems on the ship are unusable, while weapons and shields are severely degraded. Of course larger ships can still absorb more internal damage, but their weapons and engines will be just as vulnerable. A nebula even adds an element of unpredictability due to turbulence, potentially reducing the advantages of more maneuverable ships.
NEBULAE EFFECTS
All shields are reduced to 5 shield boxes. This is one of the greatest equalizing effects of nebulae. Even small vessels have a chance at getting through the shields of a large vessel and causing damage.
Ships that normally have weak shields, such as small frigates and civilian ships, will not have lost as much defensive strength as a dreadnought or cruiser. The only defensive advantage that larger ships may possess over smaller ships is the greater ability to use shield reinforcement.
When fighting in normal space it is customary to try to maneuver so that you attack weakened shields on enemy ships. This will become less critical in a nebula since all shields are weak. Maneuvering to avoid enemy heavy weapon arcs will still be somewhat important. After all, a couple lucky hits from overloaded weapons could tip the scales in the battle.
If you delay your attack too long, in hopes of striking a down (or weaker) shield, you may find your plan disrupted by turbulence. Make close range attacks when able. If you can time your attack for an impulse in which turbulence does not occur, so much the better.
Attacking a convoy within a nebula could prove dangerous for the raider since the freighter's shields will not be reduced by nearly as much as the raider's. On the other hand, the unpredictability of the turbulence could scatter the convoy and allow the raider to focus it's attack on ships that become separated from the group. This one could go either way depending on the situation.
A fleet engagement within a nebula is likely to devolve into a confused melee depending on how turbulence effects the ships. Within a nebula, and admiral may be giving up control of his force and trusting that random chance won't scatter his forces too badly.
Players may have to consider using their first High Energy Turn sooner than normal to counter the effects of turbulence. Turbulence could easily wreck your carefully planned attack or suddenly put you in a situation where seeking weapons may hit you sooner than expected. Either way, don't forget the High Energy Turn and save enough power to use it.
Next, there is a +3 modifier to all direct fire attacks. Due to the modifier, opposing ships are likely try to fight from close range. Because so many systems are not functional in a nebula, disabling them will not produce any reduction in the combat capability of your opponent. It is important to note that ships are still able to use directed targeting within a nebula. Directed targeting will allow you to focus on the only 2 systems that are of any value within a nebula, weapons and power.
Transporters do not work wihin a nebula, so for most, that simply means that marine raids are not possible. If you are playing Klingons or Seltorians, the loss may be inconvenient, others may breathe a sigh of relief.
While this is likely to be a minor point to most players, combat in a nebula is very dangerous for the crew. Because shuttles and transporters do not work, there is no escape for the crew of a dying ship nor can a damaged ship be towed from the nebula with tractor beams. The fact that all hands will be lost if a ship is destroyed in a nebula may have consequences if you are playing a campaign, perhaps you have a favorite captain or admiral aboard. The only way to rescue a stranded crew within a nebula would be for the ships to dock with each other.
Certain empire specific systems do not function within a nebula, thus altering how that empire operates. Romulans cannot use their cloaking device, though the R-torpedo is a terrifying weapon in a nebula if it hits. The older Eagle ships in thier inventory have very strong shields but relatively weak interiors, even when their armor is counted, so they lose a lot of thier defensive power.
Lyrans cannot use their ESG and Tholians lose thier web casters and web snares (though the web fist still works). While neither the Tholians or Lyrans have seeking weapons, thier primary defenses against seeking weapons do not function within a nebula. Disruptors will consume a great deal of power and so should not be relied upon unless you have the power to spare.
Hydrans would do very poorly within a nebula for a couple reasons. First, their fighters (and any other shuttle) cannot operate with in the nebula. Secondly, the +3 die roll modifier would reduce the effectiveness of the phaser-G, which would average under 8 points of damage at range 1 and about 2 points of damage at 2 hexes. Beyond 3 hexes they are useless.
The Federation does not possess a unique system that is unusable within a nebula, nor does it rely on an abundance of any single type of Disruptors will consume a great deal of power and so should not be relied upon unless you have the power to spare. andard ship system. While the photon torpedo will lack accuracy, one or two hits are still possible in a spread of 4 torpedoes. Gorn, and Kzinti also lack unique systems that are lost due to nebulae. The Kzinti's sheer abundance of drones may be overwhelming within a nebula. All in all, the Alliance powers seem to come out ahead within nebulae.
DIRECT FIRE WEAPONS
Scoring hits with heavy weapons is likely to be problematic. A 50% chance will be the best you can expect from point blank range with photon torpedoes and or other weapons that use a single 6 sided die roll. Weapons that use 2 six-sided (Hellbores and Ion Cannons) dice will work a little better.
Phaser-1s do fairly well, though hits are only guaranteed out to 2 hexes. Phaser-3s will require point blank range to be useful but there are no ranges where hits are guaranteed.
A starbase, with its large number of batteries and armor will be well protected in a nebula. Furthermore it's phaser-4s would cut starships to pieces from a safe distance. Battlestations and base stations would also be dangerous targets, though not nearly as well protected as a starbase.
SEEKING WEAPONS
Drones - It's strongly recommended that drones be launched from close range. Drones take 1 point of damage during every defensive fire phase because of the nebula. This limits thier lifespan to 3 impulses and an effective range of 9 hexes. It will be destroyed during the defensive fire phase of the fourth impulse it is in flight, so even if it hits a target on the fourth impulse, it will be destroyed before causing damage.
Launching from close range ensures drones will sustain less damage, making it more a little more difficult for phasers to shoot them down. As always, if you can get the drone to hit immediately, you prevent other enemy ships from assisting the target by shooting down drones.
Anti-drones will be nearly useless with only a 1 in 6 chance to hit during defensive fire. They completely lose thier ability to fire at drones during the offensive fire phase due to the +3 die roll modifier. Klingons are the biggest user of ADDs and so will be negatively affected when fighting the Kzinti.
While phasers are degraded you will only need to inflict 1-3 points of damage to destroy a drone depending on how long it has been in flight. In open space, there is more certainty when it comes to shooting down drones. Within a nebula, luck may play a greater role because even a phaser-1 is not guaranteed to kill a drone during defensive fire.
When all else fails, people are used to falling back on tractor beams as the last line of drone defense, but they do not function at all in a nebula. As a practical matter, movement and phasers are the only defenses against drones.
Plasma Torpedoes
Combat Inside Nebulae
by Patrick J. Doyle
During most Star Fleet Academy Tactics courses, when the subject of combat within Nebulae comes up, the instructors traditionally make some vague reference to nebulae as being "sauce for the goose." This usually draws confused looks from the cadets, amusing the instructors. Occasionally, a brave cadet will ask what it means, in a tone that teenagers have perfected, indicating clearly that the adult has lost his mind. This does not amuse the instructors nearly as much.
At this point, the instructor draws a deep breath (to calm his/her nerves, human youth can be very trying, even for Vulcans) and explains that nebulae are the great equalizer. They will even the odds between large and small ships or between damaged and undamaged ships.
When inside a nebula, most systems on the ship are unusable, while weapons and shields are severely degraded. Of course larger ships can still absorb more internal damage, but their weapons and engines will be just as vulnerable. A nebula even adds an element of unpredictability due to turbulence, potentially reducing the advantages of more maneuverable ships.
NEBULAE EFFECTS
All shields are reduced to 5 shield boxes. This is one of the greatest equalizing effects of nebulae. Even small vessels have a chance at getting through the shields of a large vessel and causing damage.
Ships that normally have weak shields, such as small frigates and civilian ships, will not have lost as much defensive strength as a dreadnought or cruiser. The only defensive advantage that larger ships may possess over smaller ships is the greater ability to use shield reinforcement.
When fighting in normal space it is customary to try to maneuver so that you attack weakened shields on enemy ships. This will become less critical in a nebula since all shields are weak. Maneuvering to avoid enemy heavy weapon arcs will still be somewhat important. After all, a couple lucky hits from overloaded weapons could tip the scales in the battle.
If you delay your attack too long, in hopes of striking a down (or weaker) shield, you may find your plan disrupted by turbulence. Make close range attacks when able. If you can time your attack for an impulse in which turbulence does not occur, so much the better.
Attacking a convoy within a nebula could prove dangerous for the raider since the freighter's shields will not be reduced by nearly as much as the raider's. On the other hand, the unpredictability of the turbulence could scatter the convoy and allow the raider to focus it's attack on ships that become separated from the group. This one could go either way depending on the situation.
A fleet engagement within a nebula is likely to devolve into a confused melee depending on how turbulence effects the ships. Within a nebula, and admiral may be giving up control of his force and trusting that random chance won't scatter his forces too badly.
Players may have to consider using their first High Energy Turn sooner than normal to counter the effects of turbulence. Turbulence could easily wreck your carefully planned attack or suddenly put you in a situation where seeking weapons may hit you sooner than expected. Either way, don't forget the High Energy Turn and save enough power to use it.
Next, there is a +3 modifier to all direct fire attacks. Due to the modifier, opposing ships are likely try to fight from close range. Because so many systems are not functional in a nebula, disabling them will not produce any reduction in the combat capability of your opponent. It is important to note that ships are still able to use directed targeting within a nebula. Directed targeting will allow you to focus on the only 2 systems that are of any value within a nebula, weapons and power.
Transporters do not work wihin a nebula, so for most, that simply means that marine raids are not possible. If you are playing Klingons or Seltorians, the loss may be inconvenient, others may breathe a sigh of relief.
While this is likely to be a minor point to most players, combat in a nebula is very dangerous for the crew. Because shuttles and transporters do not work, there is no escape for the crew of a dying ship nor can a damaged ship be towed from the nebula with tractor beams. The fact that all hands will be lost if a ship is destroyed in a nebula may have consequences if you are playing a campaign, perhaps you have a favorite captain or admiral aboard. The only way to rescue a stranded crew within a nebula would be for the ships to dock with each other.
Certain empire specific systems do not function within a nebula, thus altering how that empire operates. Romulans cannot use their cloaking device, though the R-torpedo is a terrifying weapon in a nebula if it hits. The older Eagle ships in thier inventory have very strong shields but relatively weak interiors, even when their armor is counted, so they lose a lot of thier defensive power.
Lyrans cannot use their ESG and Tholians lose thier web casters and web snares (though the web fist still works). While neither the Tholians or Lyrans have seeking weapons, thier primary defenses against seeking weapons do not function within a nebula. Disruptors will consume a great deal of power and so should not be relied upon unless you have the power to spare.
Hydrans would do very poorly within a nebula for a couple reasons. First, their fighters (and any other shuttle) cannot operate with in the nebula. Secondly, the +3 die roll modifier would reduce the effectiveness of the phaser-G, which would average under 8 points of damage at range 1 and about 2 points of damage at 2 hexes. Beyond 3 hexes they are useless.
The Federation does not possess a unique system that is unusable within a nebula, nor does it rely on an abundance of any single type of Disruptors will consume a great deal of power and so should not be relied upon unless you have the power to spare. andard ship system. While the photon torpedo will lack accuracy, one or two hits are still possible in a spread of 4 torpedoes. Gorn, and Kzinti also lack unique systems that are lost due to nebulae. The Kzinti's sheer abundance of drones may be overwhelming within a nebula. All in all, the Alliance powers seem to come out ahead within nebulae.
DIRECT FIRE WEAPONS
Scoring hits with heavy weapons is likely to be problematic. A 50% chance will be the best you can expect from point blank range with photon torpedoes and or other weapons that use a single 6 sided die roll. Weapons that use 2 six-sided (Hellbores and Ion Cannons) dice will work a little better.
Phaser-1s do fairly well, though hits are only guaranteed out to 2 hexes. Phaser-3s will require point blank range to be useful but there are no ranges where hits are guaranteed.
A starbase, with its large number of batteries and armor will be well protected in a nebula. Furthermore it's phaser-4s would cut starships to pieces from a safe distance. Battlestations and base stations would also be dangerous targets, though not nearly as well protected as a starbase.
SEEKING WEAPONS
Drones - It's strongly recommended that drones be launched from close range. Drones take 1 point of damage during every defensive fire phase because of the nebula. This limits thier lifespan to 3 impulses and an effective range of 9 hexes. It will be destroyed during the defensive fire phase of the fourth impulse it is in flight, so even if it hits a target on the fourth impulse, it will be destroyed before causing damage.
Launching from close range ensures drones will sustain less damage, making it more a little more difficult for phasers to shoot them down. As always, if you can get the drone to hit immediately, you prevent other enemy ships from assisting the target by shooting down drones.
Anti-drones will be nearly useless with only a 1 in 6 chance to hit during defensive fire. They completely lose thier ability to fire at drones during the offensive fire phase due to the +3 die roll modifier. Klingons are the biggest user of ADDs and so will be negatively affected when fighting the Kzinti.
While phasers are degraded you will only need to inflict 1-3 points of damage to destroy a drone depending on how long it has been in flight. In open space, there is more certainty when it comes to shooting down drones. Within a nebula, luck may play a greater role because even a phaser-1 is not guaranteed to kill a drone during defensive fire.
When all else fails, people are used to falling back on tractor beams as the last line of drone defense, but they do not function at all in a nebula. As a practical matter, movement and phasers are the only defenses against drones.
Plasma Torpedoes