G'day All,
A couple of minor questions about starship weaponry under t20 and how it fits together.
Radiation Damage
Is radiation damage multiplied by USP of the weapon as normal damage is? For example does a 16d20 Meson Spinal mount do 16d12 radiation damage, or d12 radiation damage? Is this radiation damage multiplied on a critical? (ie 160d12 radiation damage from the spinal mount on a critical). Does this mean that an AR 12 ship is safe from radiation except on criticals?
Beam Lasers
What advantage do Beam lasers have. I remember something about an advantage in point defense, but I cannot locate any specific rule. Pulse Lasers have longer range, do more damage, do better damage and are cheaper. Beam lasers can get a higher USP in batteries, but the other differences make me wonder why they are more expensive.
Fighter Combat
A one man fighter can either shoot and crash, or not shoot and fly the fighter. You can have the computer fire the weapons (probably missing) but there appears to be no way to do both in the same turn (Piloting is a move action, however gunnery is a full round action). Am I missing something? Or are two man fighters the way to go.
I think that is about it for the moment.
Veltyen
A couple of minor questions about starship weaponry under t20 and how it fits together.
Radiation Damage
Is radiation damage multiplied by USP of the weapon as normal damage is? For example does a 16d20 Meson Spinal mount do 16d12 radiation damage, or d12 radiation damage? Is this radiation damage multiplied on a critical? (ie 160d12 radiation damage from the spinal mount on a critical). Does this mean that an AR 12 ship is safe from radiation except on criticals?
Beam Lasers
What advantage do Beam lasers have. I remember something about an advantage in point defense, but I cannot locate any specific rule. Pulse Lasers have longer range, do more damage, do better damage and are cheaper. Beam lasers can get a higher USP in batteries, but the other differences make me wonder why they are more expensive.
Fighter Combat
A one man fighter can either shoot and crash, or not shoot and fly the fighter. You can have the computer fire the weapons (probably missing) but there appears to be no way to do both in the same turn (Piloting is a move action, however gunnery is a full round action). Am I missing something? Or are two man fighters the way to go.
I think that is about it for the moment.
Veltyen