Criticals on a ship?

By player1405144, in Rogue Trader Rules Questions

So maybe I am missing something in the rules, but I am not understanding how critical hits happen on ships. You have to score a number of hits equal to the weapons crit rating, right? Well the Mars Pattern Macrocannon has a lower strength than its crit rating. So does this mean the Mars Pattern Macrocannon cannot deal a critical?

Also, you count hits prior to void shields reducing hits right? I am fairly certain that is right, I just don't get how you would critical with a Mars Macrocannon.

Scrow said:

So maybe I am missing something in the rules, but I am not understanding how critical hits happen on ships. You have to score a number of hits equal to the weapons crit rating, right? Well the Mars Pattern Macrocannon has a lower strength than its crit rating. So does this mean the Mars Pattern Macrocannon cannot deal a critical?

Also, you count hits prior to void shields reducing hits right? I am fairly certain that is right, I just don't get how you would critical with a Mars Macrocannon.

It's not hits, though I can see how that confusion could arise.

Essentially, your Degrees of Success on an attack roll calculate two things: the number of hits you score, and whether or not one of those hits has scored a Critical. The Crit Rating determines the number of Degrees of Success needed to score a single Critical Hit, regardless of how many hits the weapon causes in that attack.

I'll add to this question. I'm a bit confused as to whether ship crits are rolled or are the amount of damage over hull integrity. The way I have been ruling it has been if it is a crit from a weapon shot based on degrees of successes over the crit rating, I roll them, if it is due to overcoming hull integrity, I use the amount. The only reason I don't roll it every time... the chart goes passed 10.

If you get a critical hit with a weapon (getting over it's Crit DoS), you roll 1d5 on the chart and use the one given.

If you manage to take a ship down to zero hull, you start going into Critical Hits. This is the amount over the armour and remaining hull (eg. Ship has Armour of 12, Hull Integrity of 5. It is hit for 20 damage. This is reduced to 8, due to the armour. The 5 remaining hull points are taken off, and you apply Critical Hit 3 (sensors damaged) to the ship).

Critical hits are also not cumulative, so to destroy a ship you would have to knock it down to zero hull integrity, and get enough damage past the armour in order to hit Critical Hits 11 (and even then only on a further roll of 8-10, 1-7 is just a hulked ship) , Plasma Drive Explosion (Critical Hit of 13 damage), or Warp Drive Explosion (Critical Hit of 14 damage).