George Kelln
Banded Mongoose
Okay fellow Travellers, here the situation that came up in our last session involving Multi-Warhead (MW) missiles and Critical Hits.
Travellers launch a salvo from two missile barbettes (10 Missile in total) attacking with MW missiles a Sword Worlder 800-ton Heavy Gunboat (Armour 12 and two twin pulse laser turrets).
Steps
1. Traveller ship launches a missile salvo of 10 MW missiles.
2. Gunboats detects missile launch (Core Rulebook, Pages 172-173).
3. Now the salvo reaches the Gunboat and each MW Missiles detach splitting into 3 warheads (now 30 warheads).
4. Gunboat's turrets conduct Point Defence vs. missiles DM-2 (Core Rulebook, Pages 172-173).
5. Gunboat turrets shoot down 6 warheads leaving 24 warheads to attack gunboat.
6. Traveller makes To Hit Roll needing a 8+: DM+1 Smart, DM+24 for remaining warheads; the net roll is 32.
7. Effects: 32 - 8 = 24 (but effects cannot be > number of missiles/Warheads) in salvo; so Effects = 21.
8. Roll for damage of 1 Missile: 3D - 12 (Armour)
How would you handle this situation?
MISSILE TO HIT (Core Rulebook 2022, Pages 172)
Instead, the number of missiles remaining in the salvo greatly affects their chances of making a successful attack. Apply DM+1 to the attack roll for every missile in the salvo.
MULTI–WARHEAD MISSILE (High Guard 2022, Page 38)
This heavy missile carries multiple warheads, which detach before impact. This both overwhelms anti-missile defences (DM-2 to all point defence fire) and causes more damage. Just before you make an attack roll, multiply the number or missiles in the salvo by three.
CRITICAL HITS (Core Rulebook 2022, Pages 168-169)
The Severity of the critical hit is equal to the Effect of the attack roll minus 5. Consult the Critical Hit Effects table to determine the nature of the critical hit and how it affects the spacecraft. Any extra damage caused by the effects of critical hits ignores the spacecraft’s Armour.
If a spacecraft has already sustained a critical hit to a location that receives another, use the Severity of the new critical hit or the original plus one, whichever is higher and immediately apply any new effects. Once a location has reached Severity 6, it cannot suffer any more critical hits. Instead, the spacecraft will receive 6D extra damage every time the location suffers another critical hit.
Travellers launch a salvo from two missile barbettes (10 Missile in total) attacking with MW missiles a Sword Worlder 800-ton Heavy Gunboat (Armour 12 and two twin pulse laser turrets).
Steps
1. Traveller ship launches a missile salvo of 10 MW missiles.
2. Gunboats detects missile launch (Core Rulebook, Pages 172-173).
3. Now the salvo reaches the Gunboat and each MW Missiles detach splitting into 3 warheads (now 30 warheads).
4. Gunboat's turrets conduct Point Defence vs. missiles DM-2 (Core Rulebook, Pages 172-173).
5. Gunboat turrets shoot down 6 warheads leaving 24 warheads to attack gunboat.
6. Traveller makes To Hit Roll needing a 8+: DM+1 Smart, DM+24 for remaining warheads; the net roll is 32.
7. Effects: 32 - 8 = 24 (but effects cannot be > number of missiles/Warheads) in salvo; so Effects = 21.
8. Roll for damage of 1 Missile: 3D - 12 (Armour)
a) If damage is 12 or less then no damage and all missile break apart on ship's armour.
b) If damage is 13+ then multiple Damage x 21 (Effects) and determine Critical Hit.
9. Determine if Critical Hit using 8ba) The Severity of the Critical Hit is equal to the Effect of the attack roll minus 5. In this case 21 - 5 = 16
b) Consult Critical Hit Table for location. Rolls M-Drive
c) So in this case the M-Drive suffers a Severity 6 Critical Hit with 11 damage points left over.
d) Now here's where it get confusing; Once a location has reached Severity 6, it cannot suffer any more critical hits. Instead, the spacecraft will receive 6D extra damage every time the location suffers another critical hit. These two statement contradict each other.
Option 1:
- Damage left 16 - 5 = 11; Hull suffers 6D extra damage
- Damage left 11 - 5 = 6; Hull suffers 6D extra damage
- Damage left 6 - 5 = 1; Hull suffers 6D extra damage
Option 2
- M-Drive suffers Severity 6 Critical and all remaining damage is NA
- Any future Hit on M-Drive that would have caused a Critical Hit instead causes 6D on Hull.
Option 3
- M-Drive suffers Severity 6 Critical and
- Hull suffers a 6D extra damage and all remaining damage is NA
- Any future Hit on M-Drive that would have caused a Critical Hit instead causes 6D on Hull.
How would you handle this situation?
MISSILE TO HIT (Core Rulebook 2022, Pages 172)
Instead, the number of missiles remaining in the salvo greatly affects their chances of making a successful attack. Apply DM+1 to the attack roll for every missile in the salvo.
MULTI–WARHEAD MISSILE (High Guard 2022, Page 38)
This heavy missile carries multiple warheads, which detach before impact. This both overwhelms anti-missile defences (DM-2 to all point defence fire) and causes more damage. Just before you make an attack roll, multiply the number or missiles in the salvo by three.
CRITICAL HITS (Core Rulebook 2022, Pages 168-169)
The Severity of the critical hit is equal to the Effect of the attack roll minus 5. Consult the Critical Hit Effects table to determine the nature of the critical hit and how it affects the spacecraft. Any extra damage caused by the effects of critical hits ignores the spacecraft’s Armour.
If a spacecraft has already sustained a critical hit to a location that receives another, use the Severity of the new critical hit or the original plus one, whichever is higher and immediately apply any new effects. Once a location has reached Severity 6, it cannot suffer any more critical hits. Instead, the spacecraft will receive 6D extra damage every time the location suffers another critical hit.