Been playing with ship designs and ship combat. Love it! Very Smooth and everybody has something to do. The Astrogator who once only did jump calcualtions is quite valuable in combat if he's got T/Sensors. Sensor Targeting and Sensor Jaming become very important. Capital ships rarely miss if they got a sensor lock and a high level (Model 7+) computer. I also like weapon overpower. Reminds me of Crusade when the Excalibur fires its main gun and now has no power to move.
But I do have a question about weapon overpower. I'm not sure how to read the rule, does it mean that Scotty can overpower a weapon system up to +9 dice or to a maximum of 9 dice. Forex, Scotty routes power to the main gun that has a USP of 5, can he overpower the weapon and give it 9 extra dice (14 total, +9 DC25) or can he only max it out to 9 dice (+4, DC19).
If it is the former (add up to 9 dice), It could cause some interesting effects as Scotty ramps up the Type T meson gun from 16d20 to 25d20!
I am thinking rather it is the latter, maximum of 9 dice, so you cant overpower Spinals or heavy bays.
Another question, what would happen if Scotty overpowers a weapon that has been damaged? I've been thinking that there should be a greater chance of failure (+5 DC?) and a max overpower dice of 9 minus #of hits to the system.
But I do have a question about weapon overpower. I'm not sure how to read the rule, does it mean that Scotty can overpower a weapon system up to +9 dice or to a maximum of 9 dice. Forex, Scotty routes power to the main gun that has a USP of 5, can he overpower the weapon and give it 9 extra dice (14 total, +9 DC25) or can he only max it out to 9 dice (+4, DC19).
If it is the former (add up to 9 dice), It could cause some interesting effects as Scotty ramps up the Type T meson gun from 16d20 to 25d20!
I am thinking rather it is the latter, maximum of 9 dice, so you cant overpower Spinals or heavy bays.
Another question, what would happen if Scotty overpowers a weapon that has been damaged? I've been thinking that there should be a greater chance of failure (+5 DC?) and a max overpower dice of 9 minus #of hits to the system.