Hi,
A few more questions! I've not seen these mentioned before - sorry if I've missed the answers anywhere.
1/ Burst Fire (p 151). As these are extra dice, I'm assuming that they aren't multiplied on a critical hit, as per the normal D&D PHB rules - it would seem a bit too lethal if they were. BTW, the weapons table on p200 lists critical multipliers as per D&D (e.g. x2 means roll damage twice), but the Small Craft and Starship Weapon damage table (p270) notes it as "extra damage", which seems rather odd.
2/ Battlefield Repairs (p 168). Makes note of a "Damage Control" Feat, but this doesn't appear in the Feat chapter. Also, when calculating the Repair Rank for an Engineering Crew, does the average include the skills of the DCO, or not?
3/ Evade (p 177). Advanced Space Combat - Evade option says that it can only be attempted at Close or Short range. This doesn't make any sense for the hex based system - Close or Short range to what? I thought at first that it might be a copy and paste error from the Basic system, but it doesn't seem to be.
4/ Weapons Table (p 200). Snub Pistol ammo is listed as 6/15 - what does this mean?
Also, some weapons (SMG, LMG) have a ROF option of 0 which I guess should be 1!
5/ HE Rounds (p 204). "designed to explode once they penetrate a target". This sounds to me like the extra 1d damage done by an HE round should be ignored by armour, if you got through the armour in the first place with the normal damage. Otherwise it would just count as extra normal damage.
e.g. Fire HE round from Snub Pistol at someone with AR 4. Roll 6 (damage) and 5 (HE).
They take 11 Stamina, and 6-4 + 5 = 7 Lifeblood. If they had AR 8, then they would take 11 Stamina and then lose the 5 (HE roll) due to the armour, and then suffer 6-7 (remaining AR) = 0 Lifeblood. Is that correct?
Presumably you could obtain HEAP rounds? Cost would be for both types of ammo, e.g. +4 HEAP would cost x50 normal ammo. Nasty though!
6/ Missiles (p 272). I'm assuming that they get -2 to hit per 90,000km over their range of
90,000km, and that their damage isn't reduced by range as per Ranges table on p 154 (-1 USP per range band over mimimum), but the table doesn't actually say so.
cheers,
Mark.
A few more questions! I've not seen these mentioned before - sorry if I've missed the answers anywhere.
1/ Burst Fire (p 151). As these are extra dice, I'm assuming that they aren't multiplied on a critical hit, as per the normal D&D PHB rules - it would seem a bit too lethal if they were. BTW, the weapons table on p200 lists critical multipliers as per D&D (e.g. x2 means roll damage twice), but the Small Craft and Starship Weapon damage table (p270) notes it as "extra damage", which seems rather odd.
2/ Battlefield Repairs (p 168). Makes note of a "Damage Control" Feat, but this doesn't appear in the Feat chapter. Also, when calculating the Repair Rank for an Engineering Crew, does the average include the skills of the DCO, or not?
3/ Evade (p 177). Advanced Space Combat - Evade option says that it can only be attempted at Close or Short range. This doesn't make any sense for the hex based system - Close or Short range to what? I thought at first that it might be a copy and paste error from the Basic system, but it doesn't seem to be.
4/ Weapons Table (p 200). Snub Pistol ammo is listed as 6/15 - what does this mean?
Also, some weapons (SMG, LMG) have a ROF option of 0 which I guess should be 1!
5/ HE Rounds (p 204). "designed to explode once they penetrate a target". This sounds to me like the extra 1d damage done by an HE round should be ignored by armour, if you got through the armour in the first place with the normal damage. Otherwise it would just count as extra normal damage.
e.g. Fire HE round from Snub Pistol at someone with AR 4. Roll 6 (damage) and 5 (HE).
They take 11 Stamina, and 6-4 + 5 = 7 Lifeblood. If they had AR 8, then they would take 11 Stamina and then lose the 5 (HE roll) due to the armour, and then suffer 6-7 (remaining AR) = 0 Lifeblood. Is that correct?
Presumably you could obtain HEAP rounds? Cost would be for both types of ammo, e.g. +4 HEAP would cost x50 normal ammo. Nasty though!
6/ Missiles (p 272). I'm assuming that they get -2 to hit per 90,000km over their range of
90,000km, and that their damage isn't reduced by range as per Ranges table on p 154 (-1 USP per range band over mimimum), but the table doesn't actually say so.
cheers,
Mark.