That side of the implementation is quite simple. But it does open a whole can of worms full of othe questions. What if you have 2 points of armour left, and take 6 hits? Does that 2 armour protect against the entire 6 hits (that seems too powerful to me), or do you roll 2 of them in "crit immune" mode, if you get a bulkhead roll another one, then roll the remaining 3 that can crit? It might just be one more number on the ship sheets, but it is a whole lot more work to calculate what happens.katadder said:armour is easy to use in game though, its just an extra shade on burgers damage sheets
Target said:I'd also say armour doesn't protect vs beam & mini beam since they slice through it easily & they do crits as usual. Another reason why beams should be the ultimate & why ancients use them & nothing else.
Burger said:So an Ancient Shadow Ship, firing on a Tethys..... can't get any crits?
Sorry, no thanks!
Burger said:So an Ancient Shadow Ship, firing on a Tethys..... can't get any crits?
Sorry, no thanks!
This is the approach I'm supporting.Foxmeister said:What about a different approach? Why not "reverse" Redundancy and make it a save roll.
For example, let's just say that Narn ships are big, thick, under-engineered hulls, and because of this they are less susceptible to losing systems due to critical hits. To model this in the game, we can give the G'Quan a "Redundancy" score of 4, which means that it can save against the effects of a critical hit (but not the damage or crew hits) by rolling a 4+.
Other large ships (e.g. say the Sharlin) would have the same ability, but the reasoning behind their "save" would be that they are engineered in such a way that they can frequently bypass damaged systems (a la Star Trek!), and so gain the same 4+ save.
Regards,
Dave
They are talking about a saving throw, so any crit would be avoided on a roll of 6+.Da Boss said:redundancy 6 or more seems a little scary?