SM:P doesn't really go into detail about activity cost during space combat.
- E.g. how much activity does it cost to increase DB via EW ?
- E.g. how much activity does it cost to jam communications via EW ?
- E.g. how much actitvity does it cost to make a Combat Pilot maneuver ?
- E.g. how much actitvity does it cost to fire HEPs ?
- E.g. how much actitvity does it cost to fire Missile Launchers ?
- E.g. how much actitvity does it cost to make a sensor scan ?
- E.g. how much actitvity does it cost to jam incoming topedoes via EW ?
- Etc. etc
.
As such there is no indication how much you can actually do in a single round, or what malus you may incur by doing more than a single action.
SM:P does mention that even during space combat the normal time increments are being used (as opposed to e.g. Traveller), which therefore includes the phases of
Snap,
Normal and
Deliberate.
Surely there must be some kind of penalty involved if you were to
- Maneuver with Combat Pilot
- Shoot Missiles
- Shoot HEPs
- Change facing of Screens
- Deploy decoys
- Jam Torpedoes
Well, yes, of course, you can only do three things, because of
Snap,
Normal and
Deliberate requirements.
Any ideas ? Or did they mention this kind of thing in any other book/source?
The main interest in this question is actually piloting/fighting with and/or against SMACs.
Star Strike had the requirement that pilots may only fire fixed/forward mounted weapons and that offensive Combat Pilot allocation may only benefit the pilot himself.
Almost all the Imperial SMACs have flexible mounts instead, and both
Slashing Blow III and
Death Howl II have a turret mounted Missile Launcher. All have decoys and all have active EW.
Just what can a SMAC pilot really do in a single combat round ?