Lets say you have three weapons mounted on your vehicle, and it's your turn. Can you fire all of them at once? Can you fire two weapons at one target, and then fire the third one at a second target?
Or can you only fire one weapon per round?
Lets say you have three weapons mounted on your vehicle, and it's your turn. Can you fire all of them at once? Can you fire two weapons at one target, and then fire the third one at a second target?
Or can you only fire one weapon per round?
I would say no.
Reasoning is that smaller ship combat is ran just like PC combat, you get a movement and an action. Exceptions to this is if you have more than one person on your ship or if the weapons are linked.
Page 230 of the CRB doesn't state anything specifically though.
The answers to your three questions are: "Maybe", "No", and "Ehh... Depends".
A combat check requires an action and a PC has only a single action per round. Now, some weapons on vehicles have the Linked quality which allows you to fire multiple weapons at a single target and hit multiple times depending on the amount of advantage rolled—think of the wingtip blasters on an X-Wing. Check the vehicle description and it'll tell you which specific weapons are linked.
The Linked quality is on page 156, performing a combat check is on page 204, and the additional rules for vehicle combat start on page 230.
Yeah.... he said it better than I did.
Remember, also, that a "weapon" is not necessarily the same as a "weapon system". A PC can use his or her action to fire a weapon system. So, as a couple of people have already pointed out, if you have a weapon system that consists of multiple weapons connected via the Linked quality, then yes, you can fire multiple "weapons".
If you're using AoR, you can also fire multiple weapon systems of the same type using one of the Barrage actions. However, those actions get a single roll, not multiple rolls.
Any one character can fire one weapon system once per round. Each separate weapon can only be fired once per round by one character.
Any one character can fire one weapon system once per round. Each separate weapon can only be fired once per round by one character.
There is an exception: The Master Pilot talent allows a character piloting a starship to take 2 strain to perform any action as a maneuver. This means that the pilot of a Cloakshape could fire both the laser cannons and the missiles on his turn. Each weapon system is still limited to once per turn.
Any one character can fire one weapon system once per round. Each separate weapon can only be fired once per round by one character.
There is an exception: The Master Pilot talent allows a character piloting a starship to take 2 strain to perform any action as a maneuver. This means that the pilot of a Cloakshape could fire both the laser cannons and the missiles on his turn. Each weapon system is still limited to once per turn.
Absolutely, you're quite correct. I was speaking in general terms, as in it being applicable to all characters. Talents and special abilities that specifically allow you to circumvent the above rule notwithstanding.
Lets say you have three weapons mounted on your vehicle, and it's your turn. Can you fire all of them at once? Can you fire two weapons at one target, and then fire the third one at a second target?
Or can you only fire one weapon per round?
If there's only one pilot in the vehicle, no gunners, and the weapons aren't linked, then the answer is generally a solid "no" as you're only allowed one Action per turn, and making an attack roll is an Action. Master Pilot is the exception but at 2 Strain per round, it could be seen as very costly, especially as you're still limited to two maneuvers per turn.
Now, if the ship has multiple gunners (like say a gunner for each of the turrets on the YT-1300), then both weapons can be fired, because you've got two characters spending their individual actions to fire those weapons. This makes bigger ships with larger crews more dangerous, as you've potentially got a whole lot of guns opening fire on the enemy ship at one time. There's a very good reason that Han didn't stick around to try and fight those Star Destroyers head-on, and instead used his piloting chops and some old-fashioned trickery to make his escape.
For something like the Z-95 Headhunter, you could fire both of its laser cannons on a single action, because those weapons are Linked, but it'd still be one attack roll, with the second laser cannon requiring you to spend 2 Advantage to score a hit. But as a single pilot, you couldn't use both the laser cannons and the concussion missiles on the same turn as those are two separate weapon systems.
Now, if the ship has multiple gunners (like say a gunner for each of the turrets on the YT-1300), then both weapons can be fired, because you've got two characters spending their individual actions to fire those weapons.
Note that many non-warships - like light freighters and the like - don't list gunners in their Complement. From all evidence, a 'passenger' can take on the role of gunner for the turrets on such vessels. I do wish that ships such as the YT-1300 were listed with gunners in the complement even if such positions are often unassigned (being assigned as a passenger/gunner appears to be like 'qualifying' for exit row seating on commercial aircraft IRL).
This does leave a large gray area for weapons on other vehicles being operated by passengers that really needs a case-by-case ruling.
Thanks for clearing that up guys. Much obliged!
Now, if the ship has multiple gunners (like say a gunner for each of the turrets on the YT-1300), then both weapons can be fired, because you've got two characters spending their individual actions to fire those weapons.
Note that many non-warships - like light freighters and the like - don't list gunners in their Complement. From all evidence, a 'passenger' can take on the role of gunner for the turrets on such vessels. I do wish that ships such as the YT-1300 were listed with gunners in the complement even if such positions are often unassigned (being assigned as a passenger/gunner appears to be like 'qualifying' for exit row seating on commercial aircraft IRL).
This does leave a large gray area for weapons on other vehicles being operated by passengers that really needs a case-by-case ruling.
On the contrary, I see the crew listing as being the minimum crew required to operate the ship. Light freighters don't list dedicated gunners because they're not required, with the ship's weapons able to be operated by a pilot or co-pilot, much as we saw Han do in ANH when trying to shoot down that lone TIE Fighter before the Falcon got snagged by the Death Star's tractor beam.
And for most Outer Rim crews, a dedicated gunner is probably one of the lesser concerns since most smugglers would prefer to outrun pirate/Imperial trouble than try to directly out-fight it. Besides, a dedicated gunner is one more mouth to feed on what may already be a slim profit margin, and most NPC light freighter crews are more concerned with making a profit than ensuring every weapon on a ship has somebody whose sole purpose is to operate it on the off-chance that things go south.