Skyrock
Ensign
Party Like A Vulcan!
Posts: 8
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Post by Skyrock on Apr 30, 2012 19:24:16 GMT -5
I've got several rules questions. For order's sake and easier searching for later users, I will create an own thread for each question.
Most ships have multiple phaser banks and photon torpedo banks. In the case of photon torpedo banks, it is already that for every 5 points the roll beats the DC, another torpedo hits. For phaser banks, such a rule is lacking. How do I figure out how many phaser banks hit in ship combat?
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Post by slortar on May 4, 2012 9:00:57 GMT -5
It's a bit ambiguous, I agree. Multiple phaser banks don't increase the number of potential attacks--they're in there more as flavor or to determine whether or not your ship can hit from a given angle without turning. It's kind of a balancing issue--my reasoning behind phasers behind torpedoes is that torpedoes are a limited resource that are slowish, can be dodged but do a ton of damage if multiple warheads strikes. Phasers are an unlimited resource but can't be dodged, only give you one shot at a time but they can be targeted rather precisely. So, you'd use photon torpedoes to bring down a ship's shields and then use phasers to disable their engines. Or at least that's the original intent.
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Skyrock
Ensign
Party Like A Vulcan!
Posts: 8
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Post by Skyrock on May 4, 2012 16:39:49 GMT -5
OK, so when a phaserbank hits, it does just the basic WR, no matter how much or little the DC gets beaten by or how many phaserbanks the ship has?
Works for me. I was just confused by the following "Fire photon torpedoes!" entry, which was very similar to the "Fire phaser banks!" entry but had explicite rules for multiple launchers.
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