mike wightman
SOC-14 10K
In CT '77 edition LBB2 pulse lasers have a DM of -1 to hit, beam lasers are described as being more effective at causing damage.
This is reversed in the CT '81 revised edition of LBB2 where pulse lasers are described as inflicting more damage than beam lasers but being less likely to hit, or rather the beam laser is described as more likely to hit.
The problem is the pulse laser -1DM to hit was accidentally left off the ship combat charts. Until Starter Edition of CT was produced that is.
That rule set has the definitive rules for pulse lasers in revised CT, they get a -1 DM to hit but if they do hit they roll twice on the damage table.
High Guard maintains this by allowing beam lasers to attain a higher battery factor, but giving the pulse lasers the -2 DM on the damage table makes them more likely to damage an armoured target.
This is reversed in the CT '81 revised edition of LBB2 where pulse lasers are described as inflicting more damage than beam lasers but being less likely to hit, or rather the beam laser is described as more likely to hit.
The problem is the pulse laser -1DM to hit was accidentally left off the ship combat charts. Until Starter Edition of CT was produced that is.
That rule set has the definitive rules for pulse lasers in revised CT, they get a -1 DM to hit but if they do hit they roll twice on the damage table.
High Guard maintains this by allowing beam lasers to attain a higher battery factor, but giving the pulse lasers the -2 DM on the damage table makes them more likely to damage an armoured target.