Solomani666
Mongoose
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Standard missiles in MGT are worthless and torpedoes almost worthless.
I am leaving the barrage rules as they are for now.
These rules only apply to the standard combat rules.
IMTU a hit with an effect of +0 does only half damage.
I apply this rule for both personal and ship combat.
This rule makes even more sense when you read the task description for an effect of 0.
It also adds flavor by allowing the occasional grazing wound.
I use the positive effect of a missiles hit roll as a die number multiplier.
Example:
A standard missile does 1d6 of damage.
Turret gunner Luke fires two standard missiles at a ship making a gunnery check with an effect of +1.
Each missile will thus hit its target on a roll of 7+. (Main rulebook page 149)
He rolls a 7 for the first missile (effect 0) so the target ship takes 1/2d6 (half) of damage.
He rolls a 10 for the second missile (effect 3) so the target ship takes 3d6 (not 1d6x3) of damage.
A missile can now do a maximum of 6d6 of damage which seems to fit the CT to MGT conversion scale of one damage point to 1d6 of damage. The odds of doing 6d6 are highly improbable, so this rule adds some punch to missiles, but does not upset the game balance.
.
Standard missiles in MGT are worthless and torpedoes almost worthless.
I am leaving the barrage rules as they are for now.
These rules only apply to the standard combat rules.
IMTU a hit with an effect of +0 does only half damage.
I apply this rule for both personal and ship combat.
This rule makes even more sense when you read the task description for an effect of 0.
It also adds flavor by allowing the occasional grazing wound.
I use the positive effect of a missiles hit roll as a die number multiplier.
Example:
A standard missile does 1d6 of damage.
Turret gunner Luke fires two standard missiles at a ship making a gunnery check with an effect of +1.
Each missile will thus hit its target on a roll of 7+. (Main rulebook page 149)
He rolls a 7 for the first missile (effect 0) so the target ship takes 1/2d6 (half) of damage.
He rolls a 10 for the second missile (effect 3) so the target ship takes 3d6 (not 1d6x3) of damage.
A missile can now do a maximum of 6d6 of damage which seems to fit the CT to MGT conversion scale of one damage point to 1d6 of damage. The odds of doing 6d6 are highly improbable, so this rule adds some punch to missiles, but does not upset the game balance.
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