Accesory rules for minifig scale ship combat.

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Postby Strana » Wed Sep 02, 2009 9:32 am

how its works

that attacker decides what weapons he prepared to shoot at you, he then rolls for skill, if all hit he rolls all d6 for damage, you then decide to spend what amount shiled dice say 20/20 you then roll shield with armor and SL ie
24d10 and 4d6 armor. so attack/defense equals damage. you making it more complex than it is. its massed attack against massed defense not one attack/def roll per attack. in the actual rules for 2005 its stated that the total amount of damage done to a vehicle in a turn is rolled against its defense rating not just each end every weapon individually.

also armor is considered permament and so is always rolled with SL. you don't have to track armor only shields, and that is rather easy to remember from turn to turn

also all my HP is in multiples of 5, not anywhere in between

50" long ship has 25 hp
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Postby OneEye589 » Wed Sep 02, 2009 8:10 pm

Oh, I didn't see the deviations of 5 HP part, you are right about that.

in the actual rules for 2005 its stated that the total amount of damage done to a vehicle in a turn is rolled against its defense rating not just each end every weapon individually.


I don't think that's how it works. Can you show me where it says that? Also, where in your rules did you explain that?

And I know armor is always permanent.

Like I've said, you can do whatever the heck you want, but I don't know why you're making more rules for something that is already covered in the rules.
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Postby Theblackdog » Thu Sep 03, 2009 7:21 am

OneEye589 wrote:
in the actual rules for 2005 its stated that the total amount of damage done to a vehicle in a turn is rolled against its defense rating not just each end every weapon individually.


I don't think that's how it works. Can you show me where it says that? Also, where in your rules did you explain that?


It's in the "Combined Damage" entry in the "Combat" rules. Combined damage turns out to be an insanely important rule, because otherwise the only way to get through the armor of big vehicles is to use really big and inaccurate guns. My main anti-vehicle weapons are twin-linked Mk.II guns.
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Postby OneEye589 » Thu Sep 03, 2009 8:48 am

This is what Combined Fire says:

All participating units must make their Attack Rolls together; a player may not attack with a few units and then add a few more if the initial effort proves inadequate.


So it's not that all damage during an entire TURN is added up, it's that all damage from one ATTACK is added up. If two ships fire on another then one flies in, shoots, and leaves, those are two different attacks and the damage does not stack. The attacks need to be made all at one time, not separately like they would over an entire turn. If you want more ships to fire on the enemy at once they have to all be able to hit the enemy at the same time.

The last part explains it a little more solidly. If you don't deal enough damage with your first attack, you're going to keep firing with another attack, or "the initial effort proves inadequate." If you deal enough damage to kill it, you won't need to keep firing at it.
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Postby Theblackdog » Thu Sep 03, 2009 4:47 pm

My apologies, I misinterpreted the quote that you quoted.
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