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T5 Question - Wound Severity?

Ok so you roll 4D damage against AV12, you roll 3,4,2,6 how do you apply the damage that gets through the armour to the targets C1, C2 or C3? I would take the dice off that add up to 12 then apply the dice that rolled 3 to one of those stats, but what if you rolled 5 dice and the it came up 6 as well. You would now have either 3 dice of 2,3 and 4, or 2 dice of 6 and 3 who chooses how they are applied? Thats why i have interpreted the combat systems as the Damage dice being for penetration and the Wound severity the actual damage.

There definitely needs to be some sort of official explanation and examples of combat to show what is the correct course of action before everyone has a different combat system from everyone else.
 
Ok so you roll 4D damage against AV12, you roll 3,4,2,6 how do you apply the damage that gets through the armour to the targets C1, C2 or C3?

The system needs more clarity on this, doesn't it. Since you rolled 15 damage against AV 12, I would take the 3 die as the damage.

Then, if this where the first wound, it would be applied, randomly, to C1, C2, or C3.



There definitely needs to be some sort of official explanation and examples of combat to show what is the correct course of action before everyone has a different combat system from everyone else.

Yes.
 
Ok so you roll 4D damage against AV12, you roll 3,4,2,6 how do you apply the damage that gets through the armour to the targets C1, C2 or C3? I would take the dice off that add up to 12 then apply the dice that rolled 3 to one of those stats, but what if you rolled 5 dice and the it came up 6 as well. You would now have either 3 dice of 2,3 and 4, or 2 dice of 6 and 3 who chooses how they are applied?

An official ruling will be necessary, but some of the options might be:

1) Always start with the lowest die first, and work your way up. Partial points from any die (the remainder) would be counted as a full die for damage assessment purposes;

2) Always start with the highest die first, and work your way down. Partial points from any die (the remainder) would be counted as a full die for damage assessment purposes;

3) Allow the player to decide which dice to apply his armor against (in the spirit of allowing the player to choose the best option to keep his character standing & fighting), and partial points from any die (the remainder) would be counted as a full die for damage assessment purposes.
 
It really doesn't matter. The example was:

Ok so you roll 4D damage against AV12, you roll 3,4,2,6

So...let's say that the AV 12 soaks up the first three dice and 3 points from the 6. What does that leave?

A single die of damage.





Here's the bigger question: Target has AV-8, and the same damage is rolled against it: 3,4,2,6.

Do you soak up the 6 and 2, leaving the 3 and 4 for wounds? OR do you soak up the 3 and 4 and half the 2 die, leaving damage of 1, 6?


I think the above poster is correct. Let the defender decide.
 
Here's the bigger question: Target has AV-8, and the same damage is rolled against it: 3,4,2,6.

Do you soak up the 6 and 2, leaving the 3 and 4 for wounds? OR do you soak up the 3 and 4 and half the 2 die, leaving damage of 1, 6?

What is the difference? Could you give an example of resolving this damage for either way? :confused:
 
Now just to throw a spanner in the works what about starship and vehicle weapons. Now a starship missile is Size-5 and is the benchmark for Damage. (Page 393). A Size-4 missile does 1/10th damage and Size-6 does double, but both can cause massive explosion (100d damage). Now this is in relation to starship combat, but what about against ground personnel and vehicles.

A Size-1 missile is a bullet
Size-2 is a Slug Launcher or Slug
Size-3 is a SAlvo Rack or Vsmall Missile
Size-4 is Ortillery or Small Missile
Size-5 our benchmark
Size-6 a KK Missile or rail gun.

does this mean that a bullet does 1/10,000th of damage against starships a Slug does 1/1000th, a Vsmall Missile 1/100th, and the Small Missile the 1/10th as implied. And then from there shouldn't the Artillery weapons in Gunmaker be doing 10x the damage that is stated. And are the Launchers just a bit underpowered then in comparison to bullets? In my opinion wouldn't the launcher munitions be Size-3 missiles at the least, and the Artillery rounds Size-2? I realize that Marc wants a combat system that flows well and shouldn't be the be-all and end-all, but with the stuff thats already here there is a lot of great potential for a really good combat system, if things could be explained a bit more thoroughly.
 
Which brings me to my final point. All Turret-1 do 1d of damage in starship combat, the weakest armour is Plate at TL=8 which gives you AV=8, which means that no matter how hard you try a turret-1 with whatever weapon cannot penetrate the armour. The Scout/Courier which is built at TL=11 would have a base Frame of AV=11 so then Turret-1 and Turret-2's would be unable to penetrate although the T-2 would have a small chance. So straight away you have to rely on battery fire, which is fine, but if you only have 1 turret the best you can do is have a Turret-4 which does 4d which if you go against a Charged Hull at TL=14 would have AV=28 you would have no chance of penetrating either.

I don't know if this has been covered in Errata yet either but the SPine entry in weapons doesn't do anything, it has no weight, Hits or Mods or even a description on how its supposed to work. It would be nice to have an explanation before i start work on some larger warships.
 
I don't know if this has been covered in Errata yet either but the SPine entry in weapons doesn't do anything, it has no weight, Hits or Mods or even a description on how its supposed to work. It would be nice to have an explanation before i start work on some larger warships.

Spines are only available for Battle Class Ships. BCS will be a separate supplement which as well as building 2500ton+ ships will provide rules for ships operating in fleets and squadrons. We don't know a lot about what that might mean but Robject has just started an interesting thread on how it might work here.

You can of course design ships above 2400tons with ACS but spines aren't available, probably because the ship has to be built around the spine.
 
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