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What works? How are ships and vehicles armed?

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Fun fact: that Armor: 2 rating means that a Code: 1 battery will not achieve an automatic critical hit against the small craft.

An Armor: 4 rating would be required to avoid automatic critical hits from Code: 2 batteries ... because small craft (Hull: 0).
What I don't understand is why don't they armor small craft up to the TL? It doesn't cost or weigh nearly enough to matter. And 12-15 armor gives you basically immunity to turret weapons unless they turn 30 lasers on you? Allowing armor and not using it makes less sense than not allowing it and then publishing designs that have it anyhow. Is wildly nerfing the armor somehow making up for inconsistency with the rules? (I say inconsistency because while there's two examples of published small craft not following rules, there's not any errata I've seen that actually allow it.)
 
Combat step 5 explanation on page 40 at the bottom. Active defenses refers to 5C and passive defenses refers to 5D.

"If a weapon does score a hit, then it must penetrate first the defensive weapons
and then the passive defenses. Defensive weapons (sandcasters, repulsors and beam
weapons used as missile defense) must be allocated against the hits of specific
batteries. For instance, if a ship has eight laser batteries and has been hit four times
by enemy missiles, the player may allocate two laser batteries against each missile
battery hit, all eight lasers against one of the missile battery hits, or any other
combination which satisfies the player. Passive defenses (nuclear dampers, meson
screens, and configuration) resist each battery that hits. Both defensive weapons
fire and passive defenses are resolved in the same way. Consult the relevant portion
of the weapon's attack table. The number at the intersection of the column corresponding
to the attacking weapon's factor and the defending factor must be rolled
or exceeded on two dice to penetrate the defense. The die roll may be modified as
indicated by the notes on the table. If there is no portion of an attack table for a
defending weapon or passive defense, that defense is useless against that weapon.
Weapons which penetrate the ship's defenses inflict damage on their targets.
Each battery is allowed one roll on one or more damage tables, depending on
weapon type. This roll may be modified by various factors."

So passive defenses do not, in step 5D, refer to armor - only to nuclear dampers,
meson screens, and configuration. Armor protection is part of Step 5E, where penetration has happened damage inflicted is determined.
Armour has already been defined as a passive defence - penetration of armour is moved to the damage table.

No effect means no effect - no damage of any kind.
 
These critical hits are reduced in number by one for each two factors of armor the target ship has; round odd numbers down.
I'm sorry Mike, but this is another nail in the argument.

With this rule, and under your interpretation of the Surface Explosion table, that means that Critical Hits are affected by armor - twice. Armor gets to double dip with Crits.

First by denying them in the first place (via the DM on the SE table), and second by directly affecting the number of Crits.

That doesn't seem very "fair".

The Armor DM does not negate the hit itself, it negates any internal damage caused by the hit. The hit still happens, and dings the door and hammers the gong. It just doesn't break through. Higher armor makes that resistance more likely (just as one may feel armor should). An armored target will take less internal damage than an unarmored one, but armor does not necessarily "reduce" the damage, it simply makes it more unlikely.

While the hammer may not break through the shell, the ship is still rocked by the blast. The Captain, First Officer, and the helm crew are grabbing their consoles as the camera is tilted. "That was close" one of them may exclaim. From these ship rocking moments, crits happen. It can even be argued that the higher armor level represents overall structural integrity of the hull, which is why higher armor mean for less crits. But the crits still weaken the ship. Hit it hard enough, enough times, and even the thickest armor loses its integrity.

In the past week, we've had an pretty good earthquake storm. There's been 18 small quakes near by, and we've felt 15 of them (which is a record for us to be sure, its been a rockin year compared to 1 felt per year before this). Scaring the cats, rattling the house. "None" of them have broken through my well built, wood framed house. They've been bouncing off my plywood sheeting wrapped house, thankfully.

But, one of them rolled a crit.

A small piece of back splash tile popped off wall. (Trust me, if you saw my wife's expression, this was, indeed, a "Crit"). A bit of silicone glued it back in place.

But a critical hit indeed, with no actual penetrating damage.

Crits are the "concussion" protocol of HG combat. No matter how good your helmet, get hit in the head hard enough, enough times, its going to have consequences.
 
That is a simply not possible when you think about it.
No surface damage - none, not a bit
No radiation damage - none, not a bit
No Interior Explosion damage - none, not a bit

Just off to the critical table, I'm sorry but that is preposterous.
And yet you are apparently okay with a hit doing no surface damage and blowing a ship clean up if a hit rolls a '2', or '3-5' followed by '2-4' and getting the 'ship vaporised' critical result. How is that different? No surface damage, no interior damage, but the ship blows up.

Besides, we know that there has been a lot of damage - the ship blew up!

Sensible players will be rolling any automatic criticals first, because there's not much point carefully tracking loss of computer levels (for example) if a critical from the same hit then blows the computer up.

It is explicit in the rules: Weapons which penetrate the ship's defenses inflict damage on their targets
the ship's defences include the armour - it says so, in black and white.

The damage table is the armour penetration table, if the result is 22+ then there is no damage, and that includes criticals.

"No effect" does not mean no affect apart for ship vapourised.

I'm sorry but I can not accept that a damage result of no effect means anything other than no damage at all.
So, if I shoot an unarmed 20-ton ship's boat with a Meson-T, and the first damage roll is a 'weapon-4' radiation and a 'screens-3' interior explosion result, as no damage was done, I get no extra damage rolls and no criticals? Or, even with a factor-7 pulse laser for 'weapon-3' - no damage was done at all, (the hit is 'ignored', which is at least as much like 'no damage' as 'no effect'). And if I'm in my little ship's boat and I dump all my fuel, so 'fuel' hits are also ignored, the only surface hits that can trigger criticals are the ones that do manoeuvre damage, even though I'm in a tiny utility craft with no armour at all.

Sorry, but the idea that a hit that doesn't get a damaging result from the first hit somehow doesn't get all its other damage rolls is just silly. A big gun isn't doing to those criticals because it damaged some system with a basic damage rolls, it gets them as part of its basic damage.
 
What I don't understand is why don't they armor small craft up to the TL? It doesn't cost or weigh nearly enough to matter.
Because it actually does below TL14 (at least in HG - I don't know about MgT). The sample small craft in HG would lose a lot of their cargo space at TL12, and all of it at TL11-. So armouring things like landers and assault shuttles to a high degree is probably not practical.

And 12-15 armor gives you basically immunity to turret weapons unless they turn 30 lasers on you? Allowing armor and not using it makes less sense than not allowing it and then publishing designs that have it anyhow. Is wildly nerfing the armor somehow making up for inconsistency with the rules? (I say inconsistency because while there's two examples of published small craft not following rules, there's not any errata I've seen that actually allow it.)
Remember, a penetrating hit always gets a damage roll, and 'no effect' requires 22+, which allowing for the +6 for non-spinals/nukes, means it takes armour-4 to push even a 12 'off the table' and armour-14 to push all rolls off the table (armour-16 to do this to pulse lasers). So a lot of armour is very nice, but it takes maxed out TL14+ armour to make a ship immune to small-sized weapons. And then some a-hole brings a meson bay to the party...
 
And yet you are apparently okay with a hit doing no surface damage and blowing a ship clean up if a hit rolls a '2', or '3-5' followed by '2-4' and getting the 'ship vaporised' critical result. How is that different? No surface damage, no interior damage, but the ship blows up.

Well, as I understand this, a Surface Explosion result that results on a critical (or on an interior explosion taht leads to it), the armor has claraly been penetrated, while a result of 22+, and so no effect, means taht armor has not been penetrated, so not all defenses have...

So, if I shoot an unarmed 20-ton ship's boat with a Meson-T, and the first damage roll is a 'weapon-4' radiation and a 'screens-3' interior explosion result, as no damage was done, I get no extra damage rolls and no criticals?

This case is like the one above.The armor has been penetrated, even if no damage has been done to systems. So, as all defenses have been penetrated, atuomatic criticals would be triggered. IMHO.
 
Because it actually does below TL14 (at least in HG - I don't know about MgT). The sample small craft in HG would lose a lot of their cargo space at TL12, and all of it at TL11-. So armouring things like landers and assault shuttles to a high degree is probably not practical.
I guess I'm just talking TL15 armor, but for fighters, not cargo haulers. No reason to armor them. But interceptors have every reason to want to ignore incoming hits. The sample small craft in HG are absolutely civilian models.
Remember, a penetrating hit always gets a damage roll, and 'no effect' requires 22+, which allowing for the +6 for non-spinals/nukes, means it takes armour-4 to push even a 12 'off the table' and armour-14 to push all rolls off the table (armour-16 to do this to pulse lasers). So a lot of armour is very nice, but it takes maxed out TL14+ armour to make a ship immune to small-sized weapons. And then some a-hole brings a meson bay to the party...
So, presuming a fighter built at TL15 laughs off anything a turret can throw at it?
 
Well, as I understand this, a Surface Explosion result that results on a critical (or on an interior explosion taht leads to it), the armor has claraly been penetrated, while a result of 22+, and so no effect, means taht armor has not been penetrated, so not all defenses have...
But getting an 'automatic critical' somehow does not mean the armour has been penetrated?
This case is like the one above.The armor has been penetrated, even if no damage has been done to systems. So, as all defenses have been penetrated, atuomatic criticals would be triggered. IMHO.
So ignoring a hit is not the same as it having no effect?

This seems to me to be an attempt to force the mechanics to fit into a pre-conceived model of how they should work, when they just don't work that way.
 
I guess I'm just talking TL15 armor, but for fighters, not cargo haulers. No reason to armor them. But interceptors have every reason to want to ignore incoming hits. The sample small craft in HG are absolutely civilian models.

So, presuming a fighter built at TL15 laughs off anything a turret can throw at it?
Yes, which might be why the rules don't list adding armour as one of the steps of small craft design (though that just pushes the problem up to 100-199 DTon ships). Even with no armour small craft combats tend to be slow to completely ineffectual - needing a 8+ to 10+ to hit (allowing for size), with agility adding to that, individual small craft often simply can't hit each other even with TL14+ fusion guns (factor-5 beams).
 
But getting an 'automatic critical' somehow does not mean the armour has been penetrated?

Here we'll enter on a paradox, as to roll it first it must penetrate all defenses, and armor is one. The problem, IMHO, is the lack of definition of armor penetrated (unlike other defenses)

So ignoring a hit is not the same as it having no effect?

An armor piercing round can cross an unarmored (or lightly armored) target and just pass through it without damaging it, if it hits nothing inside. That would be your ingored hit, but has penetrated the "armor" (or lack of it)

OTOH, armor may stop the round fully, avoiding damage on the target. That's the "no effect", and it's because armor has not been penetrated.
 
I'm sorry Mike, but this is another nail in the argument.

With this rule, and under your interpretation of the Surface Explosion table, that means that Critical Hits are affected by armor - twice. Armor gets to double dip with Crits.

First by denying them in the first place (via the DM on the SE table), and second by directly affecting the number of Crits.

That doesn't seem very "fair".

The Armor DM does not negate the hit itself, it negates any internal damage caused by the hit. The hit still happens, and dings the door and hammers the gong. It just doesn't break through. Higher armor makes that resistance more likely (just as one may feel armor should). An armored target will take less internal damage than an unarmored one, but armor does not necessarily "reduce" the damage, it simply makes it more unlikely.
And if it is 22+ it has no effect

While the hammer may not break through the shell, the ship is still rocked by the blast. The Captain, First Officer, and the helm crew are grabbing their consoles as the camera is tilted. "That was close" one of them may exclaim. From these ship rocking moments, crits happen. It can even be argued that the higher armor level represents overall structural integrity of the hull, which is why higher armor mean for less crits. But the crits still weaken the ship. Hit it hard enough, enough times, and even the thickest armor loses its integrity.
Far too much Star Trek. If the ship is rocked by the blast then it takes internal explosion hits
But, one of them rolled a crit.

A small piece of back splash tile popped off wall. (Trust me, if you saw my wife's expression, this was, indeed, a "Crit"). A bit of silicone glued it back in place.

But a critical hit indeed, with no actual penetrating damage.

Crits are the "concussion" protocol of HG combat. No matter how good your helmet, get hit in the head hard enough, enough times, its going to have consequences.
Crew 1 means she would be a bit more than astonished... :)

You are describing Internal explosion rather than critical hit :)
 
And yet you are apparently okay with a hit doing no surface damage and blowing a ship clean up if a hit rolls a '2', or '3-5' followed by '2-4' and getting the 'ship vaporised' critical result. How is that different? No surface damage, no interior damage, but the ship blows up.
I have no idea what you are talking about.
If you mean a surface explosion result then yes that is damage,
If it is 22+ and no effect then there is no damage.
Besides, we know that there has been a lot of damage - the ship blew up!
None to the surface, no radiation, no internal explosion ... just crew 1
Sensible players will be rolling any automatic criticals first, because there's not much point carefully tracking loss of computer levels (for example) if a critical from the same hit then blows the computer up.
Sensible players will be rolling on the damage table first, and if there is no effect there is no effect.

Where in the damage resolution flow chart of HG 80 does it say to check for critical hits...
So, if I shoot an unarmed 20-ton ship's boat with a Meson-T, and the first damage roll is a 'weapon-4' radiation and a 'screens-3' interior explosion result, as no damage was done, I get no extra damage rolls and no criticals? Or, even with a factor-7 pulse laser for 'weapon-3' - no damage was done at all, (the hit is 'ignored', which is at least as much like 'no damage' as 'no effect'). And if I'm in my little ship's boat and I dump all my fuel, so 'fuel' hits are also ignored, the only surface hits that can trigger criticals are the ones that do manoeuvre damage, even though I'm in a tiny utility craft with no armour at all.
Again I have no idea how you reach that preposterous conclusion. You have just stated damage is done.
If damage is allowed by the damage table you then go on to check for automatic criticals.
Sorry, but the idea that a hit that doesn't get a damaging result from the first hit somehow doesn't get all its other damage rolls is just silly. A big gun isn't doing to those criticals because it damaged some system with a basic damage rolls, it gets them as part of its basic damage.
I have no idea what your reasoning is.

My reasoning is the damage table is consulted after the weapons vs other defences, armour is the final passive defence.

If the result of the consultation of the damage table is no effect then no damage or criticals are possible, but if damage is caused then you move on to the criticals.

otherwise is is pointless to roll on the damage table, you should consider criticals first, which is not the way the rules are written.
 
But getting an 'automatic critical' somehow does not mean the armour has been penetrated?
It is not automatic - all defences have to be penetrated, and that includes armour.
So ignoring a hit is not the same as it having no effect?
If you miss you miss.

If you fail to penetrate a screen or point defence there is no effect

If you fail to penetrate armour - no effect - then there is no effect


This seems to me to be an attempt to force the mechanics to fit into a pre-conceived model of how they should work, when they just don't work that way.
The mechanics are sound, it is this sudden re-interpretation that is puzzling
 
Here we'll enter on a paradox, as to roll it first it must penetrate all defenses, and armor is one. The problem, IMHO, is the lack of definition of armor penetrated (unlike other defenses)
Again:
High Guard said:
Fire against each ship occurs in the following sequence:

A. All batteries which will fire against that ship must be stated.

B. Dice are rolled for each battery to determine if it scored a hit.

C. For each battery that achieved a hit, dice are rolled to determine if it penetrated the defensive fire of the target. Each battery fired by the target ship as defense may not be fired again in the turn.

D. Dice are rolled to determine if the passive defenses of the target ship are penetrated.

E. If the battery has hit and then penetrated all defenses, then damage inflicted is determined.
Note that step 'E', rolling damage occurs after 'penetration'
High Guard said:
Weapons which penetrate the ship's defenses inflict damage on their targets. Each battery is allowed one roll on one or more damage tables, depending on weapon type. This roll may be modified by various factors.
This rules comes after the rules describe rolling to hit, and to penetrate defences, but before any discussion of the damage rolls (which is where armour comes in).

If you follow the rules step-by-step it is very clear that the number of automatic criticals (and extra hits) are determined independent of damage rolls, which is logical - first you find out how many rolls you need to make, and then you roll them.

An armor piercing round can cross an unarmored (or lightly armored) target and just pass through it without damaging it, if it hits nothing inside. That would be your ingored hit, but has penetrated the "armor" (or lack of it)

OTOH, armor may stop the round fully, avoiding damage on the target. That's the "no effect", and it's because armor has not been penetrated.
Nowhere does it say that. All it says is that the hit had no in-game mechanical effect. That does not mean it didn't blow a hole in the ship, trash someone's stateroom, and mess up the paintwork. All it means is that the hit did not affect anything combat-relevant.
 
The automatic criticals is not part of the damage sequence you are fixated on.

The rules stare armour is a passive defence

The automatic critical rule is provisional that all defences are penetrated

Armour is a defence.
 
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I have no idea what you are talking about.
You are claiming that a critical that blows the ship up without some other damaged system isn't possible, but you can have exactly that happen off the damage tables.

I can only assume that somehow the concept that an 'automatic critical' also automatically penetrates armour and does its thing eludes you. Armour already defends against these by reducing the number of them, potentially to zero. The number of them that do occur is the number that have penetrated the ship's armour.

But when it comes down to it, your entire argument relies on interpreting 'penetrated' in a way that the rules do not use it when they are describing how hits and damage are resolved. The word 'penetrate' is only used in reference to getting past defensive fire and screens. IT is not used in reference to armour.

Step 'E' of the 'Combat Step' of the game turn says "Batteries which hit and penetrate all defenses must determine the damage they inflict." By your argument, they must determine their damage after they have determined their damage, because they can't know if they 'penetrated' until they have rolled their damage, which they can't do unless they've penetrated (and so on in an infinite loop), which is simply silly.
 
The automatic criticals is not part of the damage sequence you are fixated on.

The rules stare armour is a passive defence
I says that once, in a descriptive summary of combat. In the rules proper it does not call armour a defense, and it never talks about penetrating armour.

The automatic critical rule is provisional that all defences are penetrated

Armour is a defence.
Rolling damage at all is provisional on penetration.
 
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