So we had a starship combat in our last game and managed to get a critical hit with the main gun, but nobody could figure out which dice and modifications to use on the chart.
Can anyone point me in the correct direction?
Thanks
-Erich
So we had a starship combat in our last game and managed to get a critical hit with the main gun, but nobody could figure out which dice and modifications to use on the chart.
Can anyone point me in the correct direction?
Thanks
-Erich
It is a d5. As can be seen in the example. Funny enough, I didnt' see any rule saying that it is a d5 when i checked my book. A d5 is also used with a hit and run action.
Sister Callidia said:
It is a d5. As can be seen in the example. Funny enough, I didnt' see any rule saying that it is a d5 when i checked my book. A d5 is also used with a hit and run action.
So how do you get a result above 5?
Are there modifiers listed somewhere (I'd imagine there would have to be...)
-Erich
Any hit that gets at least as many degrees of success on the hit roll as the weapon's Critical Rating rolls 1d5 on the criticals table and then applies this in addition to any other effects of the hit.
Criticals higher than 5 on the table only happen to Crippled ships. When a ship takes more damage than it has Hull Integrity, and excess is applied to the Critical Hits table. So, if a ship has 3 Hull Points left and takes 7 points of damage, it's reduced to 0 Hull Integrity, considered Crippled, and takes a 4 on the Critical Hit table. If the ship is at 0 Hull Integrity, then the damage rolled on each hit is applied directly to the Critical Hit table.
These are not cumulative. Two 3 point hits on a crippled ship results in 3 twice, not 3 then 6- Hull Integrity can't go below zero. However, getting enough damage to reach that 11+ level shouldn't be too hard once the ship is Crippled.