A
Anonymous
Guest
Core 2 & High Guard 2. Have we get these rules right? I thought to check. Maybe we missed something or there is errata.
Non-missiles are +gunner to hit, then do weapon-armor+effect roll. With armor levels in the double digits (15?), most common weapons like 1d beams do nothing. Triple turret adds +1 per dice per extra weapon and therefore triple pulse at 2d+4+DMs might do something.
Missiles are +salvo size to hit, then do (weapon-armor)*effect roll. Effect multiplication doesn't seem to be capped at the number of missiles. A +3 effect roll from a single missile salvo is x3 damage. Missiles seem the only useful damage source for heavily armored ships in core rules, and they also seem highly unpredictable.
High Guard 2 adds the heavier turrets (particle, fusion etc) and weapon bays which are needed to damage armored ships. Seems OK, and I don't have a problem that an SDB needs a bay or lucky missile roll to crack open.
Considering missiles. There are many "per salvo" rules but salvo size scales steeply and these rules don't. 4 triple turret has a salvo weight of 12, but the capital in the Naval Adventures has a salvo of 2,880 yet it's still one salvo.
Electronic warfare (EW) can target each salvo only 1x per round no matter how sensor operators are available. Is this per ship? I don't really care if 6 missiles from a 3,000 missile salvo are dropped. Did we miss an EW rule, or it's ineffective?
Missile to hit is -6 at long range. Again salvo scaling. Effective vs 12, but not 3000.
Bays get additional effects, and I think I asked this before, but how does this apply to missiles where the warheads are all combined? How do you resolve an attack that combines missile bays and turrets - and why are 12 misiles from turrets different from 12 missiles from a bay?
Non-missiles are +gunner to hit, then do weapon-armor+effect roll. With armor levels in the double digits (15?), most common weapons like 1d beams do nothing. Triple turret adds +1 per dice per extra weapon and therefore triple pulse at 2d+4+DMs might do something.
Missiles are +salvo size to hit, then do (weapon-armor)*effect roll. Effect multiplication doesn't seem to be capped at the number of missiles. A +3 effect roll from a single missile salvo is x3 damage. Missiles seem the only useful damage source for heavily armored ships in core rules, and they also seem highly unpredictable.
High Guard 2 adds the heavier turrets (particle, fusion etc) and weapon bays which are needed to damage armored ships. Seems OK, and I don't have a problem that an SDB needs a bay or lucky missile roll to crack open.
Considering missiles. There are many "per salvo" rules but salvo size scales steeply and these rules don't. 4 triple turret has a salvo weight of 12, but the capital in the Naval Adventures has a salvo of 2,880 yet it's still one salvo.
Electronic warfare (EW) can target each salvo only 1x per round no matter how sensor operators are available. Is this per ship? I don't really care if 6 missiles from a 3,000 missile salvo are dropped. Did we miss an EW rule, or it's ineffective?
Missile to hit is -6 at long range. Again salvo scaling. Effective vs 12, but not 3000.
Bays get additional effects, and I think I asked this before, but how does this apply to missiles where the warheads are all combined? How do you resolve an attack that combines missile bays and turrets - and why are 12 misiles from turrets different from 12 missiles from a bay?