Determining double & triple turret weapons damage

F33D

Mongoose
How do you handle damage from a successful hit from say, a double or triple BLaser turret? Multiple D6's applied separately or, results added together (2D6 or 3D6 totaled) then damage table consulted?

If one reads the Barrage rules, logic and rule consistency would require that you would add first as the weapons on one turret are certainly hitting the same part of a ship MUCH more accurately than a "barrage hit" from multiple, separate turrets...
 
Roll each weapon separately. If you add them together before you roll, you get a much more powerful weapon. A 2d6 weapon is quite a bit stronger than two 1d6 weapons. A lot more damage is caused and a lot more armour is blasted through.

When you get enough turrets, you can use the Barrage rules from High Guard.
 
Rikki Tikki Traveller said:
Roll each weapon separately. If you add them together before you roll, you get a much more powerful weapon. A 2d6 weapon is quite a bit stronger than two 1d6 weapons. A lot more damage is caused and a lot more armour is blasted through.

When you get enough turrets, you can use the Barrage rules from High Guard.

Yes but, that invalidates any logic behind the barrage rules. I'd rather keep weapon rules consistent & logical. I have to decide between dropping barrage or, adding damage together from a single turret.
 
I'll point out to everyone that I have never bothered reading the rules for mass combat/barrage for capital ships. Mostly because I never see myself running the kind of game where players take part in large scale, fleet battles. That might change in the future, but for now I just don't bother.
But in general from what I've gleaned in past game mechanics, barrage rules are a very generalized game mechanic for handling mass fleet battles (If you want to do a traveller based strategy game etc...)
So I myself am OK with different game mechanics for large scale and individual space combat rules.
I handle my space combat like RTT mentioned. But I have one house rule inspired by Champions, "spreading dice". If you have multiple guns of the same type in a turret, you can "fire for effect" getting a +1 to hit for each gun you "drop" when rolling damage. So if you REALLY want to hit something, and have a 3 beam lasers in one turret, you can get a +2 to hit, but only roll 1d6 for total damage.
 
F33D said:
Rikki Tikki Traveller said:
Roll each weapon separately. If you add them together before you roll, you get a much more powerful weapon. A 2d6 weapon is quite a bit stronger than two 1d6 weapons. A lot more damage is caused and a lot more armour is blasted through.

When you get enough turrets, you can use the Barrage rules from High Guard.

Yes but, that invalidates any logic behind the barrage rules. I'd rather keep weapon rules consistent & logical. I have to decide between dropping barrage or, adding damage together from a single turret.

No it doesn't. The Barrage rules take into account the damage dice of the individual weapon and the number of weapons fired. It puts it into tabular format to a certain extent, but it still keeps track of both of those things.

For a triple turret with 3 beam lasers, you need to roll 3x1d6, reducing each dice by armour and then determining the number of hits (a ship with armour 6 will not be damaged by 1 beam laser or 100 beam lasers without positive DMs). A triple turret with pulse lasers rolls 3x2d6. That same ship with Armour 6 will have hits from 60% of the weapons, a BIG difference when rolling on the damage table.
 
Rikki Tikki Traveller said:
No it doesn't. The Barrage rules take into account the damage dice of the individual weapon and the number of weapons fired.

My misunderstanding. So, a barrage of 100 triple bLasers will have no effect on a ship with armour of 8+ for instance. I will have to reread the barrage rules. (again) For some reason they don't stick in my head easily.
 
F33D said:
So, a barrage of 100 triple bLasers will have no effect on a ship with armour of 8+ for instance.

Kinda like how during Gulf War I the US Army got confirmation of the fact that no matter how many RPGs(Rocket Propelled Grenades) fired at a M1A1 they aren't going to do anything to it because they can't breach the armor... ;)

Except maybe get lucky and knock off a track, but breach the armor? Not going to happen...
 
Greylond said:
F33D said:
So, a barrage of 100 triple bLasers will have no effect on a ship with armour of 8+ for instance.

Kinda like how during Gulf War I the US Army got confirmation of the fact that no matter how many RPGs(Rocket Propelled Grenades) fired at a M1A1 they aren't going to do anything to it because they can't breach the armor... ;)

Except maybe get lucky and knock off a track, but breach the armor? Not going to happen...

I'm going to have to play a mock combat step by step to get the HG combat rules.
 
I did a quick run-through myself.

I quite like the barrage rules. They are quick - more so than for a pair of small ships - and really, really help with High Guard style naval engagements.

Equally, it's a nice way of randomly working out 'backdrop' if your players get stuck in a battle - reduce the other combatants to two 'flights' of small ships and you can see how fast they should be taking each other out. Did this for a big raid of light fighters ripping through a fat trader convoy, whilst the players ran like hell.
 
F33D said:
Rikki Tikki Traveller said:
No it doesn't. The Barrage rules take into account the damage dice of the individual weapon and the number of weapons fired.

My misunderstanding. So, a barrage of 100 triple bLasers will have no effect on a ship with armour of 8+ for instance. I will have to reread the barrage rules. (again) For some reason they don't stick in my head easily.

The Barrage rules are a bit difficult to read through, there are little nuggets buried in unexpected places that are actually important rules. Also, the example given is WRONG, so it doesn't really help either.
 
Rikki Tikki Traveller said:
The Barrage rules are a bit difficult to read through, there are little nuggets buried in unexpected places that are actually important rules. Also, the example given is WRONG, so it doesn't really help either.


Arg! I'll search for a 3rd party write up of the rules too. I was using the example to try and figure out the rules piece by piece. Where is the updated HG errata for important issues like this?
 
Actually, there is a pretty good explanation here on the board... It took everyone a while, but eventually, all of the quirks were found and it SEEMS to work pretty well, once you understand how to use it. The rules don't help all that much.
 
Rikki Tikki Traveller said:
Actually, there is a pretty good explanation here on the board... It took everyone a while, but eventually, all of the quirks were found and it SEEMS to work pretty well, once you understand how to use it. The rules don't help all that much.

I'll search here then. Thanks.
 
Back
Top