The following is a possible solution to making allowance for something that is of course lacking in LBB:2, Starship Armor.
The approach is similar to LBB:1 combat. Either a weapon hits and penetrates or it does not. Ablative armor or damage reduction never really appealed to me since in my experience they simply slow down games with more die rolls.
Armor itself is purchased per High Guard rules. No changes there.
In LBB:2, when a starship is hit in combat throw 8+ to avoid a damaging hit. The armor value is applied as a +DM.
Some weapon types produce negative modifiers. Some individuals have produced cross-over versions of weapons found in High Guard or custom designs of their own. Those weapons are listed for completeness.
Focused Force Missile: -1/0 (contact vs proximity detonation)
Nuclear Missile: -4/-2 (contact vs proximity detonation)
Fusion Missile: -6/-3 (contact vs proximity detonation)
Barbette (dual laser/energy/single particle beam): -1
50 ton bay (laser/particle/energy): -2
100 ton bay (laser/particle/energy): -3
This system allows for the avoidance of some damage while keeping things simple. The DM's are of course subject to modification. Missiles (aka torpedoes) are intended to be the primary ship killers in my universe. Weapons can potentially have a high penetration value against armor without increasing damage, so modify at your leisure. One could also incorporate weapon tech levels: when weapons reach a certain tech level (like in High Guard) they gain +1 to penetrate armor.
The idea is to keep things simple without overly complicating the game.
The approach is similar to LBB:1 combat. Either a weapon hits and penetrates or it does not. Ablative armor or damage reduction never really appealed to me since in my experience they simply slow down games with more die rolls.
Armor itself is purchased per High Guard rules. No changes there.
In LBB:2, when a starship is hit in combat throw 8+ to avoid a damaging hit. The armor value is applied as a +DM.
Some weapon types produce negative modifiers. Some individuals have produced cross-over versions of weapons found in High Guard or custom designs of their own. Those weapons are listed for completeness.
Focused Force Missile: -1/0 (contact vs proximity detonation)
Nuclear Missile: -4/-2 (contact vs proximity detonation)
Fusion Missile: -6/-3 (contact vs proximity detonation)
Barbette (dual laser/energy/single particle beam): -1
50 ton bay (laser/particle/energy): -2
100 ton bay (laser/particle/energy): -3
This system allows for the avoidance of some damage while keeping things simple. The DM's are of course subject to modification. Missiles (aka torpedoes) are intended to be the primary ship killers in my universe. Weapons can potentially have a high penetration value against armor without increasing damage, so modify at your leisure. One could also incorporate weapon tech levels: when weapons reach a certain tech level (like in High Guard) they gain +1 to penetrate armor.
The idea is to keep things simple without overly complicating the game.