Archive for the Intercept Category

Nukes in space!

Posted in Intercept, Rules, Traveller on April 6, 2015 by Mr Backman

Atomic blast

Humankind have detonated 17 nuclear devices in space during the cold war the largest being the US Starfish at 1.4 Megatons. From Wikipedia:

“Starfish Prime produced an artificial radiation belt in space which soon destroyed three satellites (Ariel,TRAAC, and Transit 4B all failed after traversing the radiation belt, while Cosmos V, Injun I and Telstar 1 suffered minor degradation, due to some radiation damage to solar cells, etc.).”

“The worst effects of a Soviet high-altitude test occurred on 22 October 1962, in the Soviet Project K nuclear tests (ABM System A proof tests) when a 300 kt missile-warhead detonated near Dzhezkazgan at 290-km altitude. The EMP fused 570 km of overhead telephone line with a measured current of 2,500 A, started a fire that burned down the Karaganda power plant, and shut down 1,000-km of shallow-buried power cables between Aqmola and Almaty.”

If you are playing in the Traveller setting nukes are only allowed by the Imperial Navy or System defense forces and can only be used in wartime. Mercenary slang for wars involving nukes is ‘Bad war’, all other wars are called ‘Good war’.

Missile nuke option

  • Large nuclear missile TL 6+
  • Medium nuclear missile TL 7+
  • Small nuclear missile TL 8+

Consult the tech chart above to see at what Tech Level each missile class gets the nuke option. Nuke option reduce thrust with -2G and have a price multiplier of x10. PEN & DAM +12 when directly impacting a target but they can also be proximity detonated for +3 DM to hit and PEN & DAM -6, proximity detonation is not a design option but a choice the missile operator can do when attacking.

Nuke attacks and defense
Nuke attacks work the same as for normal missiles but the target may defend using one laser battery and one nuclear damper battery. Ships with a functional Neutrino detector will know if a missile is a nuke or not, all others must guess. Firing a nuclear damper on non-nuke missiles has no effect, of course.

Proximity detonation
The nuke missile operator may elect to detonate the nuke some way off the target for a +3 DM and PEN & DAM -6. Damage from proximity detonations should use the Spray fire rules were the degrees of success give more hits rather than more damage at one hit.

  • VGood 3 Fair hits
  • Good 2 Fair hits
  • Fair 1 Fair hit

Nuke secondary effects
The X-Ray, neutrino and gravity burst from the detonation also affect nearby ships interfering with their sensors. Visual/IR and Radar lose any tracks unless they were popped down, Neutrino and Mass lose their tracks regardless. Max range for this effect depend on the size of the missile:

  • Small 1 square
  • Medium 3 squares
  • Large 5 squares

Fleet tacticians and nukes
Fleet tacticians allow their Ship tacticians to fly more dispersed formations. An Expert+ Fleet tactician allow his Ship tactician to have a wide enough separation from any nuke secondary effects!

Ripley: I say we take off and nuke the entire site from orbit. It’s the only way to be sure.

Hudson: Fuckin’ A!

Burke: Hold on a second. This installation has a substantial dollar value attached to it.

Ripley: They can *bill* me.

Tactics in Intercept 2

Posted in Intercept, Scenarios on March 23, 2015 by Mr Backman
In orbit

The previous post on Tactics in Intercept dealt with the character skills of Ship and Fleet tactics. In this article we will talk about player tactics, how to play Intercept effectively.

Each scenario should have a clear objective for each side and the objective should never be ‘kill the enemy forces’. Real battles rarely work like that and they tend to be boring tests of ship capabilities with not many choices for the player to make. Instead, we want objectives where combat is a tool to realize them. Side A should land a ship on a planet, side B should stop them. Side A is escorting a trader from Earth to the moon and side B should stop them. Side A should take out an orbital station, side B should stop them etc

Intercept combat consist of two separate stages, before and after detection. Some scenarios may have one or both sides already detected but most of them will start double-blind.

Before detection
Spread your ships into separate boxes to avoid having them detected at the same time. If you have fission or fusion thrusting ships you must be really careful when to thrust, the fuel limit is one problem but the real killer with those drives is that you are almost guaranteed to become Tracked if they scan you when you thrust.

If you manage to stay undetected longer than your opponent you have an enormous advantage as you can see his moves before you do yours and your attacks will always go first. Beam attacks typically give away your position so it is important to not attack before you have a decent chance of hitting, but don’t wait too long, your opponent may have you detected and your advantage will have gained you nothing.

If you have cold start missiles launch a volley as soon as you got your opponent detected and have them drift closer him. Missile attacks does not automatically get you detected as beam attacks generally do.

After detection
Pay close attention to firing arcs and aft centerline. If you have more than one ship team them together to cover the wing mans cracks in his arcs, turning after thrusting really help here. Try to attack ships from the rear to hit the vulnerable thrust location and avoid hitting the hard to damage hull location. Concentrate firing on one ship until it is disabled as those pesky repair crews can revert minor damage in a jiffy.

If you think you might get attacked by missiles don’t use your lasers for attack. Lasers used to attack cannot later be used against missiles. Missiles are deadly in Intercept, don’t let them hit you. Facing towards the attacker increases the chance of hull hits and lessens the risk of vulnerable thrust hits, roll to bring any dorsal mounts to bear.

Always have the scenario objective in mind. Fighting is dangerous so avoid it if you can, and remember the motto of Space rouge pilots: “Keep the solar wind to your backside”.

Merry Christmas

Posted in Intercept on December 24, 2013 by Mr Backman

Vector_XMas

Nothing new here. except a tiny update to the rulebook clarifying the Planet LOS rules. Anyhow, merry midvinterblot which is what this fine holiday was originally called, before it was stolen by you-know-who.

Update 2013-12-09

Posted in Intercept on December 10, 2013 by Mr Backman

Planet LOS in Star Wars

The  Design system has been updated so that headings for SA (Surface area), Volume and Power turn red if the values become too large (too much surface area for the hull, too much volume for the hull, not enough power to run all components). Note that any components with power use value in Bold must be handled while playing as they are optional to the ships running; weapons and the various fuel converters are examples. Note also that weapons can operate with less than full power allocated with DMs from the Underpower table, the gun is sinply firing at a lower rate of fire reducing power draw and hit propability.

The Subsidized merchant actually has its power heading in red because it cannot run its Floater and Floorfield at the same time, yeah pretty crummy those subs but they are definitely the cheapest merchants per hauled cargo.

The rulebook has gotten a better movement example and the section on Planet LOS has been rewritten to simplify and clarify 2013-12-09