Here's a breakdown of the average number of hits from the High Guard damage tables. (I haven't completed the internal explosion tables, since the DM only varies significantly with black globes.)
The number indicates how many hits are to be expected in 36 rolls at a specific DM on the table. (Note this can be deceptive: a weapon hit can strip multiple factors but only ever destroy one battery, and a Crew-2 hit isn't too much worse than a Crew-1 hit.)
(Apologies for the awful formatting.)
Note there are some breakpoints:
Armour factor 4 is sufficient to protect against internal explosions, even from spinal particle accelerators.
Armour factor 5 will prevent maneuver drive hits from secondary weapons other than nuclear missiles, and armour-11 will protect the maneuver drive from everything. Against an unarmoured ship, a nuclear missile will inflict 15/36 maneuver drive hits and other secondary weapons will inflict 7/36.
Armour factor 6 will stop spinal particle accelerators from inflicting crew hits.
After armour factor 11, more armour doesn't help that much, though it does steadily reduce the number of weapon and fuel hits.
--Devin
The number indicates how many hits are to be expected in 36 rolls at a specific DM on the table. (Note this can be deceptive: a weapon hit can strip multiple factors but only ever destroy one battery, and a Crew-2 hit isn't too much worse than a Crew-1 hit.)
(Apologies for the awful formatting.)
Code:
Surface Damage Radiation Internal Explosion
DM Cx IE MD Fl Wp Cx Cr Cp Wp Cx Fx Cp Sc JD PP Cr
0 1 9 15 24 19 1 12 49 15 6 4 12 20 10 8 3
1 6 15 24 24 9 49 22
2 3 15 24 24 6 45 31
3 1 13 24 25 4 38 40
4 11 21 26 2 35 43
5 9 18 24 1 28 47
6 7 15 23 24 46 6 13 8 9 3
7 5 14 22 18 46
8 3 13 23 14 43
9 2 12 23 10 41
10 1 11 23 6 39
11 10 23 4 35
12 9 21 2 32
13 7 19 1 27
14 5 16 22
15 3 12 15
16 2 8 10
17 1 5 6
18 3 3
19 1 1
DM: Dice modifier. Cp: Computer.
Cx: Critical. Fx: Fuel tanks shattered.
IE: Internal explosion. Sc: Screen.
MD: Maneuver drive. JD: Jump drive.
Fl: Fuel. PP: Power plant.
Wp: Weapon. Cr: Crew.
Note there are some breakpoints:
Armour factor 4 is sufficient to protect against internal explosions, even from spinal particle accelerators.
Armour factor 5 will prevent maneuver drive hits from secondary weapons other than nuclear missiles, and armour-11 will protect the maneuver drive from everything. Against an unarmoured ship, a nuclear missile will inflict 15/36 maneuver drive hits and other secondary weapons will inflict 7/36.
Armour factor 6 will stop spinal particle accelerators from inflicting crew hits.
After armour factor 11, more armour doesn't help that much, though it does steadily reduce the number of weapon and fuel hits.
--Devin
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