Jak Nazryth
Mongoose
Last week during a big space battle (the first full, all-out multi-ship battle of my campaign) the players rolled a higher initiative than the NPC "bad guys".
They got the jump and got to fire first.
One of them asked the question if all firing happened simultaneously, so that even a damaged system still functioned perfectly during the same round. The reason being is that the players got a lucky shot and did 2 hits to the same turret in their initial attack. At that time, I told them that they in fact did disable the turret, and that it could not fire back at them in the first round of combat, since the players fired first. I likened it to normal person to person combat. If a player gets the drop on a bad guy, and blasts him into unconsciousness in one hit, the bad guy cannot fire back "on his turn" because he's already down.
Also, when one turret damaged a point of armor, the very next player using a different turret during the same round, but go the bonus of having one less point of opposing ship armor to penetrate.
So the fight continued with the apposing ship 1 weapon down durng its first turn at combat.
My players won the battle, but their ship was damaged pretty badly.
That night I thought it over, since space combat is 6 minutes per round in stead of 6 seconds, I had second thoughts.
Did I do the space combat correctly?
Are all attack rolls handled "simultaneously" and all the results don't technically take effect until the start of the very next round? This includes reducing armor, engines, etc...
thanx.
They got the jump and got to fire first.
One of them asked the question if all firing happened simultaneously, so that even a damaged system still functioned perfectly during the same round. The reason being is that the players got a lucky shot and did 2 hits to the same turret in their initial attack. At that time, I told them that they in fact did disable the turret, and that it could not fire back at them in the first round of combat, since the players fired first. I likened it to normal person to person combat. If a player gets the drop on a bad guy, and blasts him into unconsciousness in one hit, the bad guy cannot fire back "on his turn" because he's already down.
Also, when one turret damaged a point of armor, the very next player using a different turret during the same round, but go the bonus of having one less point of opposing ship armor to penetrate.
So the fight continued with the apposing ship 1 weapon down durng its first turn at combat.
My players won the battle, but their ship was damaged pretty badly.
That night I thought it over, since space combat is 6 minutes per round in stead of 6 seconds, I had second thoughts.
Did I do the space combat correctly?
Are all attack rolls handled "simultaneously" and all the results don't technically take effect until the start of the very next round? This includes reducing armor, engines, etc...
thanx.