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Starship Combat Tactics

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This section provides a small list of actual tactics proven in combat. These starship combat tactics can be used in helping you answer to the Tactical Question of the Month, thus bringing you a greater possibility of victory.

Tactic | Explanation
Ramming | Usually done when a vessel is critically damaged. Its objective is to take the enemy ship with it or cause as much damage to the enemy ship as possible.
Controlled Ramming | This process unlike ordinary ramming involves the ramming of an enemy vessel without destroying your own.
Tractor Beams - Capturing Craft | Once a smaller craft is captured in a larger vessel's tractor beams, it can be held in place to allow easier targeting and disabling of its vital systems. Or this tactic can be used to prevent craft from escaping.
Tractor Beams - Latching | This tactic involves a smaller craft using its tractor beams to latch onto a larger craft, like a leach attaching itself to a larger host.
Tractor Beams - Propelling Craft | To propel craft into other vessels, a larger vessel needs to focus its tractor beams on the smaller vessel to force it to be propelled into another enemy vessel.
Hyperdrive - Blocking Craft | Safely blocking a ship from making the jump into hyperspace involves a capital ship blocking the path of a support craft or fighter. Or a capital ship with enough size to block the path of another. Eg. MC80 is large enough to block a SSD from making the jump into hyperspace. Note if this tactic is done incorrectly, as in a ship far too small is used to block the path of a larger craft, the larger craft may simply ram and destroy the blocking ship when it makes the jump into hyperspace.
Hyperdrive - Gravity Wells | If a pursuing ship does not have the benefit of an Interdictor Cruiser, then it must try to keep the target vessel in the natural gravity well of a planet, planetoid, asteroid and any other phenomena that produces gravity to prevent the target vessel from escaping into hyperspace.
Hyperdrive - Micro Jump | Is an extremely difficult process, however it can allow a ship to travel from one end of the battle field to another without the need to fight its way to that part of the battle, or wasting precious time getting there.
Deception - Damage | The deception involves a heavily damaged ship shutting down power to a number of its systems to make it appear more heavily damaged than it actually is. The purpose of this tactic is to lure the enemy ship or ships into a false sense of security so a trap can be sprung on them. This tactic is also known as Playing Dead-in-Space.
Deception - Spacetroopers | This deception requires that a Spacetrooper or a group of Spacetroopers stow away onboard a ship for example. When the enemy comes close enough the Spacetroopers can attack the enemy craft to take it over.
Power Control | Is the process where power is distributed from one system to another. Power can be diverted from an inactive system to an active one, or from non-firing weapons to firing weapons. Power can be re-routed from a single system to another single system, multiple systems to a single system or multiple systems to multiple systems. However, power re-routing does take time. Essentially up to +2D of power can be added to any system. Eg. Two tractor beams (4D damage each) are taken off line, thus providing 8D of extra power. If the ship has four turbolasers (3D damage each), that extra power could be put to them and thus the turbolasers' damage would become 5D each.

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