Hey all,
I've been thinking about how there doesn't appear to be an official answer on the question of how many to-hit rolls to make with a single turret with 2 or 3 weapons in it. Therefore, I propose the following house rules:
Single Turret: Roll and resolve normally.
Double Turret (homogenous): Treat as Autofire 4 attack (2 attacks). Roll to hit with a +1 DM. Effect and damage calculated per hit.
Triple Turret (homogenous): Roll to hit with a +2 DM and Autofire 6 attack (3 attacks). Effect and damage calculated per hit.
Turret (heterogenous): Roll to hit individually as weapons are fired.
This basically speeds things up but gives you the option of pairing dice optimally to get one good solid hit as opposed to 2 or 3 Effect 0 hits.
This would only be in effect in TMB combat--HG capital ship combat basically already does this with the Barrage rules.
This may tend to create more and better quality hits. The +1 and +2 DM are for firing multiple beams at the same target. I think what we need here is something like the old autofire rules--pick the lowest die and then pair up the rest, otherwise it's broken.
Hmmmm...thoughts? There's just something odd about making 3 separate to hit rolls with the same turret. My other idea was to have Effect determine how many hits you get, but that screws with the Effect adds to damage rule that actually fixes combat. I suppose the power of a triple beam laser turret that hits with an Effect 6+ hit is that you get three such hits?
I've been thinking about how there doesn't appear to be an official answer on the question of how many to-hit rolls to make with a single turret with 2 or 3 weapons in it. Therefore, I propose the following house rules:
Single Turret: Roll and resolve normally.
Double Turret (homogenous): Treat as Autofire 4 attack (2 attacks). Roll to hit with a +1 DM. Effect and damage calculated per hit.
Triple Turret (homogenous): Roll to hit with a +2 DM and Autofire 6 attack (3 attacks). Effect and damage calculated per hit.
Turret (heterogenous): Roll to hit individually as weapons are fired.
This basically speeds things up but gives you the option of pairing dice optimally to get one good solid hit as opposed to 2 or 3 Effect 0 hits.
This would only be in effect in TMB combat--HG capital ship combat basically already does this with the Barrage rules.
This may tend to create more and better quality hits. The +1 and +2 DM are for firing multiple beams at the same target. I think what we need here is something like the old autofire rules--pick the lowest die and then pair up the rest, otherwise it's broken.
Hmmmm...thoughts? There's just something odd about making 3 separate to hit rolls with the same turret. My other idea was to have Effect determine how many hits you get, but that screws with the Effect adds to damage rule that actually fixes combat. I suppose the power of a triple beam laser turret that hits with an Effect 6+ hit is that you get three such hits?