mike wightman
SOC-14 10K
This is a work in progress that I would like some help with if anyone would be so kind...
I asked myself this question a while ago.
How does damage work in LBB2 combat?
Ships suffer hits that degrade their performance.
Are there any hits that “soak” damage without any immediate major repercussions?
Fuel and Hold hits.
What about hits that cause no damage at all?
Hull hits.
How do you armour a LBB2 ship?
Armour rating
The armour rating of a ship is determined by how many “blocks” of armour are bought and the TL of the armour.
1 armour block costs 10% of the hull tonnage in displacement tons and provides an armour rating determined by the AR by TL chart
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">TL 7-9 10-11 12-13 14-16 17-18 19-20
AR 0 1 2 3 4 5</pre>[/QUOTE]Increasing the amount of armour carried increases the AR:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">% x2 x3 x4 x5 x6
AR +1 +2 +3 +4 +5 </pre>[/QUOTE]For damage track purposes, armour has one damage box per 10t. One armour hit is recorded if the damage table gives hull hit as a result. When the entire armour damage track has been filled the armour rating for the ship is reduced by 1 and the damage track reset.
e.g. a Gazelle CE has an AR of 3, with an armour damage track of three (30t of armour).
The AR protects a ship by reducing the damage from each attack that hits home.
For each turret that is fired, roll for damage for each hit and keep a total of how many hits affect each location. Subtract the AR from the number of hits affecting each location.
A house rule I’ve used for a long time is that the weapons in a turret may be linked to increase damage potential, but at the expense of a miss missing with all weapons in a turret.
Calculate damage as follows:</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">For lasers
For each weapon in a turret that hits +1
If lasers are pulse lasers +1
TL13+ +1
TL16+ +1 (cumulative with the above)
For plasma guns
For each weapon in a turret that hits +2
TL11+ +1
TL12+ +1 (cumulative with the above)
TL16+ +1 (cumulative with the above)
For fusion guns
For each weapon in a turret that hits +4
TL14+ +1
TL17+ +1 (cumulative with the above)
For PAWS
For each weapon in a turret that hits +5
TL15+ +1
TL16+ +1 (cumulative with the above)
TL18+ +1 (cumulative with the above)</pre>[/QUOTE]Only roll for one damage location per turret.
I asked myself this question a while ago.
How does damage work in LBB2 combat?
Ships suffer hits that degrade their performance.
Are there any hits that “soak” damage without any immediate major repercussions?
Fuel and Hold hits.
What about hits that cause no damage at all?
Hull hits.
How do you armour a LBB2 ship?
Armour rating
The armour rating of a ship is determined by how many “blocks” of armour are bought and the TL of the armour.
1 armour block costs 10% of the hull tonnage in displacement tons and provides an armour rating determined by the AR by TL chart
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">TL 7-9 10-11 12-13 14-16 17-18 19-20
AR 0 1 2 3 4 5</pre>[/QUOTE]Increasing the amount of armour carried increases the AR:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">% x2 x3 x4 x5 x6
AR +1 +2 +3 +4 +5 </pre>[/QUOTE]For damage track purposes, armour has one damage box per 10t. One armour hit is recorded if the damage table gives hull hit as a result. When the entire armour damage track has been filled the armour rating for the ship is reduced by 1 and the damage track reset.
e.g. a Gazelle CE has an AR of 3, with an armour damage track of three (30t of armour).
The AR protects a ship by reducing the damage from each attack that hits home.
For each turret that is fired, roll for damage for each hit and keep a total of how many hits affect each location. Subtract the AR from the number of hits affecting each location.
A house rule I’ve used for a long time is that the weapons in a turret may be linked to increase damage potential, but at the expense of a miss missing with all weapons in a turret.
Calculate damage as follows:</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">For lasers
For each weapon in a turret that hits +1
If lasers are pulse lasers +1
TL13+ +1
TL16+ +1 (cumulative with the above)
For plasma guns
For each weapon in a turret that hits +2
TL11+ +1
TL12+ +1 (cumulative with the above)
TL16+ +1 (cumulative with the above)
For fusion guns
For each weapon in a turret that hits +4
TL14+ +1
TL17+ +1 (cumulative with the above)
For PAWS
For each weapon in a turret that hits +5
TL15+ +1
TL16+ +1 (cumulative with the above)
TL18+ +1 (cumulative with the above)</pre>[/QUOTE]Only roll for one damage location per turret.