(Wet) Blanket Barrage: I don't see any indication that successes on the Gunnery roll increase the damage that this does. In effect, most hits with laser cannons do 3 (with two Threat) or 5/6 (with a Despair) damage - which isn't enough to really bother many small craft once Armor is considered. If successes on the Gunnery roll add to damage (as with a normal attack), then this might be useful, but if they do not then this is a poor joke. There is also the issue that this action works just as well with two guns as it does with twenty (or more), which makes you wonder why anybody would bother installing more than a few point defense weapons per arc.
I certainly plan on house ruling the damage increase based on successes - which currently appear to do nothing for this action if they do not add to damage.
I have also considered increasing the upgrade to attackers' combat checks to 1 plus 1 per X full guns used. I could use an X of 10 as was done with Overwhelming Barrage. As another option, perhaps more weapons could simply do more damage on a hit as per Concentrated Barrage. I tend to prefer the latter.
Using the second of those options would mean that a Lancer using the four dorsal quad lasers would roll Gunnery (difficulty 2). For every 2 Advantages scored, all vessels below Silhouette 5 within Close range would suffer one upgrade to their Difficulty. If a vessel under the barrage scores two Threat it suffers a hit for 3 (half of the base Damage 5) plus 4 (number of guns) plus successes on the Blanket Barrage roll.
Opinions?