04-15-2015, 09:36 PM | #1 |
Join Date: Apr 2015
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[Spaceships] Question about hull damage
How do you handle penetrating damage to spaceships? The rules about damage to hull sections leave me somewhat confused.
The rules mention that any damage over 50% of dHP will destory the system that was hit by the attack. In addition, one random system in that hull section will "suffer a damage result". How do you calculate this damage result? Do you roll damage again for the new system, or do you use leftover damage above the 50% required to destroy the first system? Does this process repeat when the damage was high enough to destroy the second system, or does the attack overpenetrate? Perhaps "suffer a damage result" mean that the second system is automatically disabled or destroyed. Can someone that have used the rules from Spaceships explain how hull damage is supposed to work. |
04-15-2015, 09:48 PM | #2 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: [Spaceships] Question about hull damage
I believe that's what it's supposed to mean.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
04-16-2015, 12:43 AM | #3 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: [Spaceships] Question about hull damage
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I'm interested in knowing if there is a canonical answer, though.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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04-16-2015, 05:04 AM | #4 |
Join Date: Feb 2006
Location: Not in your time zone:D
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Re: [Spaceships] Question about hull damage
I've always treated it as a hit can either kill the vessel or knock out 1 or 2 of its systems.
If the penetrating damage isn't enough to destroy the vessel, individual systems are either disabled or destroyed. If damage is less than 10% undamaged dHP, no special effect, just tally the damage vs current dHP. If damage is between 10% and 50%, a system is disabled. If damage is >50%, a system is destroyed and another in that section is disabled. Two disables are a destroyed; you can't further disable a destroyed system. If the damage required a secondary disable and all that section was already destroyed, I'd go on to randomly choose a system from the next section.
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes |
04-16-2015, 07:25 AM | #5 | |
Join Date: Aug 2007
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Re: [Spaceships] Question about hull damage
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So 20x the required damage to destroy 1 section destroyed 20 sections. nuclear explosions don't leave entry or exit wounds.
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Fred Brackin |
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04-16-2015, 07:30 AM | #6 | ||
Join Date: Apr 2015
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Re: [Spaceships] Question about hull damage
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But would you allow an attack to cause further HP damage after overpenetration was confirmed? Quote:
Are there any house rules anyone of you use to limit the devastating amounts of damage caused in spaceship combat? I am thinking of using Armor and Volume, Armor by Facing, Keeping Large Vehicles Alive (treating all non-nuclear attacks as huge piercing) and Taming Explosions (Pyramid #3/34). Treating all laminate armor and nanocomposite as hardened or double DR against shaped-charge warheads would also help (Pyramid #3/40). Last edited by ToeFinger; 04-16-2015 at 08:03 AM. |
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04-16-2015, 09:28 AM | #7 |
Join Date: Feb 2006
Location: Not in your time zone:D
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Re: [Spaceships] Question about hull damage
I use all those Pyramid updates plus the one that bases energy beams off square-roots as opposed to the RAW cube-root; IDHMNWM so not sure which issue it's in.
I also use a suggestion from the authors that AFVs are 70% armor... This means combat "ships" in my setting are very tough. Ships are still one-shot killed by bigger ships but in an even fight it's more like three hits. Makes it a bit more NFL than FIFA.
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes |
04-16-2015, 09:52 AM | #8 | |
Join Date: Jun 2013
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Re: [Spaceships] Question about hull damage
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Indeed. If going with this, it may be worthwhile to make use of "Smaller Systems" (Spaceships 7, pages 4-5) so that your vessel has more than 4 non-armor hull systems. While you've set your fighter as, say, SM+7, you can use the volume reduction of heavy armor and the Smaller Systems rules to have it function essentially as a really well-armored SM+6 fighter instead. |
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04-16-2015, 11:19 AM | #9 | |
Join Date: Feb 2006
Location: Not in your time zone:D
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Re: [Spaceships] Question about hull damage
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It brings beams more into line with missiles.
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes Last edited by jacobmuller; 04-16-2015 at 01:31 PM. |
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04-16-2015, 03:49 PM | #10 | |
Join Date: Apr 2015
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Re: [Spaceships] Question about hull damage
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There was another thing about hull damage that I was also thinking about. What happens when all the systems in the central hull section are destroyed? Does this leave the front and rear section cut off from each other? Would the front and rear hull be able to use systems located in the opposite hull section, transferring power points through a central hull section held together by duct tape? Last edited by ToeFinger; 04-16-2015 at 03:53 PM. |
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Tags |
damage to hull sections, spaceships |
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