I know this has been hashed over elsewhere (I think I'm even on a few of the threads) but I was wondering if we ever got a definitive answer to these questions about the main rulebook's spaceship combat:
1) Does the Gunnery check's Effect add to the weapon's damage?
1a) Do you add up all the damage from a single attack, or apply each weapon individually? The rules *do* say to only roll damage after all hits are determined, so it's not as crazy as it sounds, but it would make a triple turret at least as effective than a weapon bay on average, so that doesn't feel right to me. Possibly if each hit's damage were reduced by armor THEN added together for the final tally....
2) Are standard missiles really d6*d6 damage, or 1d6 as listed? In CT, missiles did 1d6 times as much damage as lasers. This feels like a transcription error to me.
3) Is the HG laser damage the new official? The gamer in me likes the trade offs in laser choice, but frankly Pulse lasers don't need to be balanced against beam lasers - they cost half as much.
Some thoughts:
#1 makes some sense if #1a is not the case, though I'd be inclined to do something like allowing an exceptional success to pick their hit location or double damage instead. That would allow ships with good sensors, fancy targeting software and highly competent crews to "shoot for the drives only" rather than have them vaporize the target all the time.
Let's say you have a target lock (+2), good gunner (+3), pilot assist (+1), and some targeting software loaded (+1 for argument's sake). At optimum range, you should be able to get an exceptional success half the time.
1) Does the Gunnery check's Effect add to the weapon's damage?
1a) Do you add up all the damage from a single attack, or apply each weapon individually? The rules *do* say to only roll damage after all hits are determined, so it's not as crazy as it sounds, but it would make a triple turret at least as effective than a weapon bay on average, so that doesn't feel right to me. Possibly if each hit's damage were reduced by armor THEN added together for the final tally....
2) Are standard missiles really d6*d6 damage, or 1d6 as listed? In CT, missiles did 1d6 times as much damage as lasers. This feels like a transcription error to me.
3) Is the HG laser damage the new official? The gamer in me likes the trade offs in laser choice, but frankly Pulse lasers don't need to be balanced against beam lasers - they cost half as much.
Some thoughts:
#1 makes some sense if #1a is not the case, though I'd be inclined to do something like allowing an exceptional success to pick their hit location or double damage instead. That would allow ships with good sensors, fancy targeting software and highly competent crews to "shoot for the drives only" rather than have them vaporize the target all the time.
Let's say you have a target lock (+2), good gunner (+3), pilot assist (+1), and some targeting software loaded (+1 for argument's sake). At optimum range, you should be able to get an exceptional success half the time.