The changes may be that most weapons cannot harm a starship.
If you want no recoil then you can pick the Recoilless Descriptor for your weapon, so Snub now means shortened rather than a shipboard sidearm.
These are just my interpretations though.
Seriously? If you have a firefight in the cargo area or bridge or engine room of your ship, under T5 rules that isn't going to do any damage to critical equipment? Wow, that is a big change! Bring out the FGMPs for repelling hijackers!
One thing I'm having trouble figuring out is why there are so many damage types when they have no different effects or defenses. Bullet and Pen and a couple others. Especially when according to the example damage types don't stack against defenses so Pen doesn't even make it easier to penetrate armor. Given that most weapons with Pen also have Bullet I'd almost think it should do half damage after armor but always be applied to armor first or some such thing.
I'm sure there was more discussion of damage types somewhere in one of the versions but I can't find it in the book.
It also looks to me like the armor values are very high relative to the damage values if like damage types don't stack against armor.
I did finally get a book, though it came from my distributor, which is pretty disappointing. Especially since, when I first talked to them about T5 they didn't even know it was coming and hadn't seen the kickstarter.
I'm pretty sure Pen (of all things) should stack with Bullet or Slash. I can see how Frag wouldn't.
That with all due respect is rubbish. Personal Combat has Battle Damage on p.232 for handling just such systems damage. Note the damage locations tables for Vehicles, ships, devices, tools and weapons. In the Equipment chapter there are armor values for construction materials which can be used for firing through walls and bulkheads.
The only thing I would say is that it will be the referee's responcibility to assign damage from "misses" and accidental hits. There's nothing to stop a PC intentionally aiming at and hitting something on purpose and the Battle damage section gives you the tools to resolve the damage.
Very true, but assuming bulkheads have the same armour value as the ship then you are looking at AV8 minimum on internal bulkheads and they are x10 versus personal weapons which would make it armour value 80 minimum. I have yet to see a personal weapon do enough damage to penetrate that.
Very true, but assuming bulkheads have the same armour value as the ship then you are looking at AV8 minimum on internal bulkheads and they are x10 versus personal weapons which would make it armour value 80 minimum. I have yet to see a personal weapon do enough damage to penetrate that.