marauders in SST

hi, i was wondering what formula or rule set is used to determine hp for different areas of a vehicle? especially the marauders. my players are going toe to toe with the fourth soon :twisted: and i'm trying to model my idea's as close to the rules as i can for the forth's fighting machines
 
is there any design reason why the engineer has lower requirements then the other classes?
and second why is the DC for Enhanced explosives so high? it says it takes a minute to do, so, do they take 20 then? does the PC action point the crap out of it? i'm fine with it being difficult but it seams like with max skill ranks feat bonus and int of +4 you can hit the DC as a lvl 1 engineer/ lvl 2 trooper you can pull it off buy rolling exactly 20 - 1d6 for action point on the die is that intended? am i reading this right?
 
thetrueannoyinggnome said:
is there any design reason why the engineer has lower requirements then the other classes?
and second why is the DC for Enhanced explosives so high? it says it takes a minute to do, so, do they take 20 then? does the PC action point the crap out of it? i'm fine with it being difficult but it seams like with max skill ranks feat bonus and int of +4 you can hit the DC as a lvl 1 engineer/ lvl 2 trooper you can pull it off buy rolling exactly 20 - 1d6 for action point on the die is that intended? am i reading this right?

I am afraid I am going to have to put my hands up on this one - this book was so, so long ago, I am afraid I can no longer remember the reasons why certain decisions were made!
 
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