Ok, I was just playing around with the starship combat rules and differing tech and stuff and I have a scenario I want to run past everyone.
I'm aware that I probably don't know the starship rules as completely as I should, so please correct me where appropriate.
This is JUST ABOUT THE MECHANICS. Please skip this if you're just going to tell me the scenario is impossible or that I should never allow specific mods on a starship of that size or whatever, that's not what I'm looking for.
Ok, heres the scenario:
I have a Battlecruiser (We'll shorten this to BC for now) with the mod Nightshadow Coating which reduces the range other ships can detect it.
Battleship: Sil 8, Armor 6, Spd 1, Sensor Range: Long
Primary Weapons: A few Heavy Turbolasers, Range: Long, Damage Base 11
-- These are the only pertinent stats for this experiment.
Now, the BC wants to attack a Victory Class Star Destroyer (SD)
Star Destroyer: Sil 8, Armor 9, Sensor Range: Long
Primary Weapons: A lot of Medium Turbolasers, Range: Long, Damage Base 10
Now, the BC pulls into Long Range of the SD. Because of the Nightshadow Coating, The SD doesn't even know it's there unless it moves into Medium Range.
The BC opens up on the SD. Average Damage of about 10 per hit.
The SD knows it's been hit, probably has a good idea where the fire is coming from, and starts moving in that direction with 2 move maneuvers.
The BC sees the SD moving, and starts moving as well to maintain range. Using 2 move maneuvers (and suffering 2 strain for the extra maneuver), the BC moves away from the SD, maintaining distance, but keeps firing.
This continues until the SD is destroyed by a ship it can't see.
Question #1
Now, assuming the SD doesn't jump to hyperspace to get away, is this plausible? I was thinking the SD could make blind attacks suffering several Setback dice (3 I think, perhaps adding in +1per range band or something) to try to hit the BC, but is this (basically) a sound idea?
Question #2
If the BC pulls an extra maneuver per round, does the ship itself take the Strain for the extra maneuver, or would it be whoever's piloting? It makes more sense to me that the ship takes the strain in this instance.
Question #3
Is there any way to extend Sensor range in the rules beyond the one mod that does it?
Question #4
This is a more general question, but can weapons of any sort fire past their listed range limit without special talents or mods?
Questions #5
Am I making any sense at all? Or do I have the whole idea skewed?
I actually ran this experiment and managed to get a crit on the SD on the first strike that took out it's engines. It took several rounds for the SD to get into firing position. I didn't move the BC away in the test run ( i guess I was overconfident in the damage I was inflicting ) and the damage to the BC skyrocketed as the SD closed in. The BC pulled a narrow win, but it was very close as the BC I used in the test didn't have nearly as many weapons as the SD.
Just to clarify, for the attack rolls, the BC had a base attack of 4 green. This was upgraded eight times to represent the eight heavy turbo lasers.
The Victory SD has two banks of ten medium turbo lasers. I guesstimated (didn't bother to look it up) a base attack of 2 green upgraded ten times with one attack roll per bank. As the ship closed in it's other weapons also came to bear.