Revised Armor, Large Weapon and Large Turret System
Weapon and Turret Chart:
Code:
Turret/
Weapon HP Dmg Cost Gunner Save Armor
Light 1 x1 x1 1 0 1
Medium 4 x3 x5 2 -2 4
Heavy 9 x6 x11 4 -4 6
HP: Hardpoints consumed by turret.
Dmg: Damage multiple.
Cost: Cost multiple for turret, fire control and weapon. Also tonnage multiple for fire control.
Gunner: Number of gunners required.
Save: Modifier to the armor saving throw.
Armor: Cost in tons for medium armor for that turret. Heavy is double. Super heavy is triple.
1. There are 4 classes of armor -- light (CT default, no save); medium (5+ save); heavy (3+ save); super heavy (1+ save). Medium and heavier armor consumes tonnage (see below). Saving throw modifiers are to the die roll, so a -2 modifier will effectively increase a medium armor save to 7+, which is an automatic failure.
2. 3 classes of weaponry -- light (CT default), medium, heavy.
3. Medium weapons must be mounted in medium turrets. Medium weapons can be mounted in single, double or triple turrets. Heavy weapons must be mounted in Heavy turrets.
4. Medium and heavy weapons cost a multiple of their base CT cost per the chart. Fire control costs and weighs the indicated multiple of their base CT cost and weight. Medium and Heavy weapon turrets use the indicated number of hardpoints and require the indicated gunners. Each absent gunner adds a -1 to the to hit roll.
5. A medium turret will take 4 "Turret" hits before being completely knocked out. A single turret is knocked out when it takes 4 hits. A double turret loses 1 weapon (owning player's choice) when it takes 2 hits; a triple turret loses 1 weapon (owning player's choice) when it takes 2 hits, a second weapon when it takes 3 hits.
6. Turrets may be armored to a level equal to or less than the ship. Armor tonnage per turret is given on the chart above and costs the same as ship armor (MCr0.2 per ton). If turrets are armored differently for the ship, make armor saves after rolling for hit location.
7. A heavy turret will take 9 "Turret" hits before being completely knocked out. A single turret is knocked out when it takes 9 hits. A double turret loses 1 weapon (owning player's choice) when it takes 5 hits; a triple turret loses 1 weapon (owning player's choice) when it takes 3 hits, a second weapon when it takes 6 hits.
8. Armor costs MCr0.2 per ton of armor installed.
9. Armor tonnage is dependent on hull size:
Code:
Hull
Size Medium Heavy Sheavy
100 30 60 90
200 45 90 135
300 55 110 165
400 70 140 210
500 80 160 240
600 90 180 270
700 100 200 300
800 110 220 330
900 120 240 360
1000 125 250 375
2000 200 400 600
3000 260 520 780
4000 320 640 960
5000 370 740 1110
10. Component Armor (Very Optional). Discrete components may be armored on a starship. The armor costs MCr0.2 per ton. To determine the tonnage such armor consumes, consult the chart below. The drives may all be armored as a group -- total the tonnage of all drives to determine the tonnage of the armor. For sizes that do not appear on the chart, use the next largest size. For components >300 tons, use the next nearest hull size on the hull armor chart above. EDIT: You can use this chart to determine how much tonnage armor would consume on small craft. A 30 ton slow boat, for instance, could be armored to medium level by allocating 12 tons of cargo space to armor. A 40 ton slow pinnace could even have heavy armor -- 29 tons. Not entirely sure why you'd want to do this, but you could.
Code:
Component
Size Med Hvy SHvy
1 1 3 4
2 2 4 6
3 3 5 8
4 3 6 10
5 4 7 11
10 6 12 18
15 8 15 23
20 9 19 28
25 11 22 32
30 12 24 36
35 13 27 40
40 15 29 44
45 16 32 48
50 17 34 51
55 18 36 55
60 19 39 58
65 20 41 61
70 21 43 64
75 22 45 67
80 23 47 70
85 24 49 73
90 25 51 76
95 26 52 79
100 27 54 81
105 28 56 84
110 29 58 87
115 30 60 89
120 31 61 92
125 31 63 94
150 36 71 107
200 43 86 129
250 50 100 150
300 56 113 169
12. Note that this system requires hard choices on the player's part. In general, lighter weapons will do more damage against lightly armored targets than heavy weapons will. Conversely, heavy weapons will do more damage than light weapons against heavily armored targets. At the extremes, (assuming 100% hits scored), this means that 9 light laser triple turrets will do no damage against Super Heavy Armor, while a single heavy laser triple turret will average 12 hits. Yet against an unarmored target, the light laser triple turret will average 30 hits while the single heavy laser triple turret will average 18 hits. As a general rule, light weapons are most effective against light armor, medium weapons against medium armor and heavy weapons against heavy/super heavy armor.
EDIT: Additional rule -- Medium missiles require 4 hits to be destroyed by anti-missile fire. Heavy missiles require 9 hits to be destroyed by anti-missile fire.