mike wightman
SOC-14 10K
Alternative Armour Rules for using High Guard armour in LBB2 combat.
I posted all of this in the middle of a different thread. This format may be of more use to anyone who wants to try it.
It make use of my heavy turret rules, but if you can ignore all the non-standard weapons and just use the canon ones.
This one uses a 2d6 roll, and weapon penetration vs. armour factor to determine damage:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">
2d6 roll result
less than 2 no damage
2-8 1 damage roll
9-12 2 damage rolls
13-16 3 damage rolls
17-20 4 damage rolls
21-24 5 damage rolls
25-28 5 damage rolls, 1 critical hit
29-32 5 damage rolls, 2 critical hits
33-36 5 damage rolls, 3 critical hits</pre>[/QUOTE]DMs
+ weapon penetration
- armour factor
- range penalty
The range penalty is the same as the penalty to hit due to range. Weapon penetration is based on the damage a weapon does in LBB2, or the number of EPs needed to power the weapon in High Guard, the TL bonus for the weapon from High Guard/MT, and the number of weapons in a turret.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">
weapon system TL penetration
_________________________________________
single laser turret 7 +1
13 +2
16 +3
_________________________________________
double laser turret 7 +2
13 +3
16 +4
_________________________________________
triple laser turret 7 +3
13 +4
16 +5
_________________________________________
heavy laser turret 10 +4
13 +5
16 +6
_________________________________________
laser barbette, light 15 +6
16 +7
_________________________________________
laser barbette 14 +8
16 +9
_________________________________________
single plasma turret 10 +1
11 +2
12 +3
16 +4
_________________________________________
double plasma turret 10 +2
11 +3
12 +4
16 +5
_________________________________________
plasma barbette 14 +5
16 +6
_________________________________________
single fusion turret 12 +4
14 +5
16 +6
_________________________________________
double fusion turret 12 +5
14 +6
16 +7
_________________________________________
fusion barbette 14 +7
16 +8
___________________________________________
PAW turret 18 +8
___________________________________________
PAW heavy turret 16 +7
18 +9
___________________________________________
PAW barbette, light 15 +6
16 +7
18 +10
___________________________________________
PAW barbette 14 +5
15 +6
16 +8
18 +12</pre>[/QUOTE]note, for every damage roll achieved on the penetration table a PAW also rolls 1 radiation damage; i.e. a PAW that scores 2 damage rolls also rolls twice on the radiation damage table.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> weapon system TL penetration
_________________________________________________
single disintegrator turret 18 +17
_________________________________________________
double disintegrator turret 18 +18
_________________________________________________
disintegrator barbette 17 +16
</pre>[/QUOTE]note, in addition to armour a nuclear damper provides a -DM to penetrate equal to its USP factor.
For each critical hit, either automatic due to penetration roll or rolled as a result on the damage table, reduce the targets armour factor by 1.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">
weapon system TL penetration
_____________________________________________
meson turret 18 +12
_____________________________________________
meson barbette, light 17 +11
_____________________________________________
meson barbette 16 +10
18 +13</pre>[/QUOTE]note, meson guns ignore armour but suffer a -DM on the penetration table equal to 2x meson screen USP. For for every damage roll achieved on the penetration table a meson gun also rolls 1 radiation damage; i.e. a meson gun that scores 2 damage rolls also rolls twice on the radiation damage table.
For missiles, subtract the target’s armour factor from the number of hits inflicted.
Alternatively, use the number of hits as the missiles penetration on the table.
I posted all of this in the middle of a different thread. This format may be of more use to anyone who wants to try it.
It make use of my heavy turret rules, but if you can ignore all the non-standard weapons and just use the canon ones.
This one uses a 2d6 roll, and weapon penetration vs. armour factor to determine damage:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">
2d6 roll result
less than 2 no damage
2-8 1 damage roll
9-12 2 damage rolls
13-16 3 damage rolls
17-20 4 damage rolls
21-24 5 damage rolls
25-28 5 damage rolls, 1 critical hit
29-32 5 damage rolls, 2 critical hits
33-36 5 damage rolls, 3 critical hits</pre>[/QUOTE]DMs
+ weapon penetration
- armour factor
- range penalty
The range penalty is the same as the penalty to hit due to range. Weapon penetration is based on the damage a weapon does in LBB2, or the number of EPs needed to power the weapon in High Guard, the TL bonus for the weapon from High Guard/MT, and the number of weapons in a turret.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">
weapon system TL penetration
_________________________________________
single laser turret 7 +1
13 +2
16 +3
_________________________________________
double laser turret 7 +2
13 +3
16 +4
_________________________________________
triple laser turret 7 +3
13 +4
16 +5
_________________________________________
heavy laser turret 10 +4
13 +5
16 +6
_________________________________________
laser barbette, light 15 +6
16 +7
_________________________________________
laser barbette 14 +8
16 +9
_________________________________________
single plasma turret 10 +1
11 +2
12 +3
16 +4
_________________________________________
double plasma turret 10 +2
11 +3
12 +4
16 +5
_________________________________________
plasma barbette 14 +5
16 +6
_________________________________________
single fusion turret 12 +4
14 +5
16 +6
_________________________________________
double fusion turret 12 +5
14 +6
16 +7
_________________________________________
fusion barbette 14 +7
16 +8
___________________________________________
PAW turret 18 +8
___________________________________________
PAW heavy turret 16 +7
18 +9
___________________________________________
PAW barbette, light 15 +6
16 +7
18 +10
___________________________________________
PAW barbette 14 +5
15 +6
16 +8
18 +12</pre>[/QUOTE]note, for every damage roll achieved on the penetration table a PAW also rolls 1 radiation damage; i.e. a PAW that scores 2 damage rolls also rolls twice on the radiation damage table.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> weapon system TL penetration
_________________________________________________
single disintegrator turret 18 +17
_________________________________________________
double disintegrator turret 18 +18
_________________________________________________
disintegrator barbette 17 +16
</pre>[/QUOTE]note, in addition to armour a nuclear damper provides a -DM to penetrate equal to its USP factor.
For each critical hit, either automatic due to penetration roll or rolled as a result on the damage table, reduce the targets armour factor by 1.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">
weapon system TL penetration
_____________________________________________
meson turret 18 +12
_____________________________________________
meson barbette, light 17 +11
_____________________________________________
meson barbette 16 +10
18 +13</pre>[/QUOTE]note, meson guns ignore armour but suffer a -DM on the penetration table equal to 2x meson screen USP. For for every damage roll achieved on the penetration table a meson gun also rolls 1 radiation damage; i.e. a meson gun that scores 2 damage rolls also rolls twice on the radiation damage table.
For missiles, subtract the target’s armour factor from the number of hits inflicted.
Alternatively, use the number of hits as the missiles penetration on the table.