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Book 5 Damage Table Breakdown

dccarles

SOC-12
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.)

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
 
Last edited by a moderator:
Note that additional armor factors can be valuable. They act as a damage sponge to maintain sufficient armor to prevent more serious damage. Armor is reduced for each critical hit and vs sufficient weapons (where Weapon USP > Size Code results in 1 auto crit per difference reduced by 1 per 2 levels of Armor) you may want extra armor to be able to take a pounding.
 
I don't know what is is about this forum, but the "code" function sucks. I always have trouble getting my columns to line up properly too.
 
I don't know what is is about this forum, but the "code" function sucks. I always have trouble getting my columns to line up properly too.

It's actually quite simple: use a text editor, don't use tabs, and make certain it is using a monospaced font. get it nice, copy it into your post between the [code][/code] tags

And use [code][/code] tags, not [html]<pre></pre>[/html], as the board may not respect the spaces.
 
It's actually quite simple: use a text editor, don't use tabs, and make certain it is using a monospaced font. get it nice, copy it into your post between the [code][/code] tags

Ah, so I need to add the "noparse" tags. I was using the code tags and counting spaces rather than using the tab before--and still got crap I had to adjust. I'll try the noparse next time.

Thanks, Wil.
 
Ah, so I need to add the "noparse" tags. I was using the code tags and counting spaces rather than using the tab before--and still got crap I had to adjust. I'll try the noparse next time.

Thanks, Wil.

NO!!!! the noparse is for demoing tags to let them be seen! [noparse]no tags in here get worked on[/noparse]

Do not use [noparse][/noparse] tags unless demoing tags for others!

;)

You looked at the source, rather than the intext example! ;)
 
Extra armour levels do provide padding against critical hits. If the enemy is scoring criticals on your ship, though, they won't help much; the critical hits will kill you before any other type will. It's always a good idea to ask 'who is going to be shooting at me?' when you design a ship, and armour it to a level where it won't be crushed by spinal particle mounts.

Oh, and whomever straightened up my table, thank you very much. (I assume it's Aramis. I'm glad we keep the nobility around.)

--Devin
 
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