Lance Batteries

By PlasmaBomb, in Rogue Trader Rules Questions

How many DOS do lance batteries require for a second hit?

I only ask due to the Star flare lance pinpoint accuracy rule...

PlasmaBomb said:

How many DOS do lance batteries require for a second hit?

I only ask due to the Star flare lance pinpoint accuracy rule...

A lance requires three degrees of success for each hit after the first, as explained on page 220 of the rulebook.

Thanks, I assumed that was the case from the rule, I just hadn't realised there was a mechanic difference between the lances (3°) and macrocannons (1°) (or perhaps it's just my memory going).

Page 220 makes it quite clear, thanks for the reference :)

I personally would use the same Pin-Point Accuracy rule for the Dragon's Breath Lance Weapon from Lure of the Expanse. Without it, there's not much point to having a Lance weapon with a Strength rating higher than two, because of how many degrees of success would be required for full effect.

Using it as written, the slight damage increase and once-in-a-blue-moon chance of 3 hits aren't enough to justify halving the range and losing two arcs of fire compared to a Titanforge Lance Battery mounted on the same ship.

Tantavalist said:

I personally would use the same Pin-Point Accuracy rule for the Dragon's Breath Lance Weapon from Lure of the Expanse. Without it, there's not much point to having a Lance weapon with a Strength rating higher than two, because of how many degrees of success would be required for full effect.

Using it as written, the slight damage increase and once-in-a-blue-moon chance of 3 hits aren't enough to justify halving the range and losing two arcs of fire compared to a Titanforge Lance Battery mounted on the same ship.

Six degrees of success isn't terribly improbable at PB ranges with a high crew rating, lock on target and some of the other modifiers you can bring to the board. The Dragon's Breath are not exactly a great example of Lance technologies, given their rather short range.

-=Brother Praetus=-

My PCs are getting 6 degrees about 1/2 of their hits. Just with

- Lock on

- RT boost

- Put your backs into it

-Short or PB range

-Really high BS of AM

Dalnor Surloc said:

My PCs are getting 6 degrees about 1/2 of their hits. Just with

- Lock on

- RT boost

- Put your backs into it

-Short or PB range

-Really high BS of AM

I really need to run some practice space combat sessions with my players because the rules as laid out are not particularly helpful. There's an awful lot of actions you can take, I find myself flipping back and forth a lot between the weapon stats and the various stages of combat. I'm sure it's fine if all the players have a copy and read it but in my group it's about as fluid as a pint of custard at the moment.

I suggest writing up a table that lists the extended actions, their rolls and the results. I know it helped my group dealing with the normal combat system of DH when there's only one book to go around.

It's hard at 1st, but it gets easier. Generally I find that most players have only 1-3 actions they do.

Don't forget the good quality MIU boost, the re-roll of the void master, the bonus from the ship (+15 BS for martial hubris), etc... My players never had problem to hit (and hit very hard) while on board (except when the void master was our unlucky player, who died due to very bad dice roll, a remarkable game where he didn't roll under 70... this guy must have been cursed by Tzeench himself).