sideranautae said:
Could be. It doesn't state such in the rules. I've never seen a combat example where you roll 3 To Hit rolls for a triple Pulse Laser turret. Maybe errata is needed?
Either that, or this is one of those cases where it's appropriate for the GM to make a ruling. Honestly, I don't see a whole lot of game quality difference on either side of this one,
as long as the situation is played consistently in the game.
Either the turret only gets one roll per turn (all weapons use the same roll to hit, resulting in - most of the time - all weapons hitting
or all weapons missing)
or every weapon rolls individually to hit. The only potential downside I see to the one-roll-per-turret method is point defense: if you use some (but not all) of a turret's weapons for p.d, are the rest of them wasted for the round? That would be the reason I would
personally come down on the side of the one-roll-per-weapon version.
Oh, and Reynard? Privateering/piracy - as well as any
other form of free-enterprise military work - has
always been a relatively pricy strategy, particularly if the would-be entrepreneur wanted to survive and be successful at the game. Sure, a would-be bandit prince can load up his followers with the local equivalent of hunting weapons, and he'll be successful... as long as he's lucky enough not to run into the local
real military. But if he wants a chance to fight clear in case of an ambush by professionals, he's going to need some better (which means,
more expensive) gear.
So, yes. The smarter - which is probably going to translate into "more successful" - privateers/pirates
are going to spend a few megacredits for something like the plasma gun turrets. It's still cheaper than the mil-spec weaponry like particle beams - particularly in terms of hull volume - and it hits hard enough to threaten just about anything the pirate
needs threatened. Anything too heavily armored for a plasma turret to penetrate is probably pure military, and those vessels don't generally carry much cargo.