Originally posted by Dom:
Having read through the T20 rules (albeit qucikly), is it me or is how starship armour and screens work quite confusing?
Reading p268 it seems that you can have armour or screens, whereas AFAIK from HG you actually really stack armour.
eg
wpn (defended by)
lasers (sand, armour)
energy weapons (sand, armour)
particle accelerators (armour)
meson guns (meson screens)
missiles std (Point defense laser and energy, sand, armour)
missiles nuke (Point defense laser and energy, sand, nuke dampers, armour)
missiles BPL (Point defense laser and energy, sand, armour)
Anyone got a minute to explain how T20 works to a confused HG trained person!
Dom, realize that I don't have my copy handy, but...
But, in T20, defenses (except meson screens) stack. All function AS ARMOR.
Damage is (USP or 16) dice. (Spinals do 16. non-spinals do USP).
Armor is resolved a point at a time, effectively...up to attacing USP-1 is just pull lowest die for each av. After that, reduce highest die by 1 point each av point.
So, a factor 6 particle beam attack against an armored vessel does reduced damage. Lets assume rolls of 12,10,8,6,4,2. Against the following AV's the damage is read thusly
AV0 42 pts (12+10+8+6+4+2)
AV1 40 pts (12+10+8+6+4+0_ as the av cancels the lowest die.
AV2 36 pts (12+10+8+6+0+0) as the two av cancel the two lowest dice.
AV3 30 pts (12+10+8+0+0+0).
AV4 22 pts (12+10+0+0+0+0)
AV5 12 Pts (12+0+0+0+0+0)
AV6 11 pts ((12-1)+0+0+0+0+0) extra AV reduces 1 point each)
AV7 10 pts ((12-2)+0+0+0+0+0)
Av8 9 pts ((12-3)+0+0+0+0+0)
so to toally cancel that PA, that roll, would be AV5 (extra dice) + AV12 (Killing off the highest die), or an AV 17.
For Meson guns, just use the meson screen as armor.
For lasers, count Sand + Armor, if sand is in place.
For missiles, the defending lasers need a task roll to have effect, but if they do, they count as additional armor.
Since T20 armor tends to leak... and any penetrating hit does critical damage, it can be ugly....
In short, In T20, larger ships lose all ther systems, but won't be destroyed. Smaller ships will go down fighting.
Fighters, since they can be grouped into batteries on the fly, can be optimized to generate MAXIMUM critical potential by setting USP to AV+1, GUARANTEEING a critical hit, and penetration. Strip the systems off.... PA Barbette/turret fighters can be NASTY!
(You can put 1 per 30 tons of fighter and still have effective fighters!)
I'll admit, in playtest, I didn't test out the BIG ships (10KTd+), and the final version of starhips is slightly different than playtest.