Quote:
Originally Posted by mlangsdorf
Quoting myself:
"Then the KKC gunners open up, each battery firing a combined salvo of 9 shots against the first two Pathfinders. The port battery starts, rolling a 10 against Artillery-14, +5 for target SM, -6 for the KKC's sAcc, -3 for the 2 mps gun velocity, -2 for ECM, +2 for the RoF bonus for 9 shots, and +4 for proximity fusing. He succeeds by 4, and hits with two shots (the guns have Rcl 4). "
The KKCs did use proximity fuses, but between their crappy sAcc and the terrible Rcl, it didn't help much. And the 4 Pathfinders in formation had 2400 effective RoF from their point defense lasers, coming from 4 sources, so there was a 1/6250000 of getting 4 critical failures and actually getting an E-mag round through the point defenses.
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Quite, sorry. I specifically looked for that and missed it.
I think it's really silly to give guns rcl 4 with proximity rounds (or at all really) but it does seem to be by-the-book. Your alternate treatment (the one you threatened for missiles) might actually be helpful to the guns here...if you treated it as an x9 shotshell it would get better rcl.
Quote:
Originally Posted by mlangsdorf
But I see you are right about having to roll separately for every weapon in a turret. I can't imagine why - can anyone from the playtest comment?
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Not on the playtest, but I'd think it's kind of obvious...each of those guns is fired by a separate character. Spaceships actions are almost all performed by individuals, not vague aggregates.
Of course, this makes the Pathfinders' PD a bit harder too. Probably not enough to matter.