I'm not quite sure how double and triple turrets are supposed to work. I see about three ways it can go:
1. A gunner fire all the weapons on the turret in a single combat round. (making a separate check for each one, I assume.)
2. You can fire all the weapons in a turret in a single combat round, but you need a separate gunner for each one.
3. Each combat round you get to choose which of the weapons in a turret to fire.
Basically, let's say that you had a triple turret with two missile launchers and a pulse laser. Does that mean that the ship can fire off two missiles every round from the turret and then use the pulse laser for point defense? Or if you fire off the missiles offensively, are you then stuck using the laser offensively too because each turret can only fire once per round?
Double and triple turrets really seem like a huge advantage for any ship. Are they supposed to be that way?
Also, I want to make sure I'm doing damage right. Say someone has fired a missile with a gunner check of 10. Now the missile needs to succeed by 7+ to hit. So I roll 2d6 for the missile, and get a result of 12, succeeding by 5. I then roll 1d6+5 (the effect) for damage and subtract the ship's armor, and that gives me the damage, which I then take to the table to figure out how many single or double hits it does.
Is all of that right?
1. A gunner fire all the weapons on the turret in a single combat round. (making a separate check for each one, I assume.)
2. You can fire all the weapons in a turret in a single combat round, but you need a separate gunner for each one.
3. Each combat round you get to choose which of the weapons in a turret to fire.
Basically, let's say that you had a triple turret with two missile launchers and a pulse laser. Does that mean that the ship can fire off two missiles every round from the turret and then use the pulse laser for point defense? Or if you fire off the missiles offensively, are you then stuck using the laser offensively too because each turret can only fire once per round?
Double and triple turrets really seem like a huge advantage for any ship. Are they supposed to be that way?
Also, I want to make sure I'm doing damage right. Say someone has fired a missile with a gunner check of 10. Now the missile needs to succeed by 7+ to hit. So I roll 2d6 for the missile, and get a result of 12, succeeding by 5. I then roll 1d6+5 (the effect) for damage and subtract the ship's armor, and that gives me the damage, which I then take to the table to figure out how many single or double hits it does.
Is all of that right?